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changes to binary transparency meshing
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@ -124,7 +124,7 @@ impl Block {
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name: "water",
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render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::WaterSolid)),
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collision: CollisionType::None,
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raycast_collision: false,
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raycast_collision: true,
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},
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}
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}
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@ -24,6 +24,7 @@ const BLOCK_KEY_MAP: &[(VirtualKeyCode, Block)] = &[
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(VirtualKeyCode::Key5, Block::Sand),
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(VirtualKeyCode::Key6, Block::Stone),
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(VirtualKeyCode::Key7, Block::Torch),
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(VirtualKeyCode::Key8, Block::Leaf),
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];
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fn pick_block_with_number_keys(
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@ -43,10 +43,17 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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for face in CubeFace::iter() {
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let facing_direction = face.normal();
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let facing_coord = coord + facing_direction;
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let facing_descriptor = get_block(facing_coord).descriptor();
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let facing_block = get_block(facing_coord);
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let facing_descriptor = facing_block.descriptor();
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let face_obstructed = match descriptor.render {
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RenderType::SolidBlock(_) => matches!(facing_descriptor.render, RenderType::SolidBlock(_)),
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RenderType::BinaryTransparency(_) => matches!(facing_descriptor.render, RenderType::SolidBlock(_) | RenderType::BinaryTransparency(_)),
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RenderType::BinaryTransparency(_) => {
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match facing_descriptor.render {
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RenderType::SolidBlock(_) => true,
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RenderType::BinaryTransparency(_) => block == facing_block,
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_ => false,
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}
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},
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_ => unreachable!(),
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};
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if !face_obstructed {
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