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Consolidate transparent buffers lazily
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@ -906,6 +906,7 @@ void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
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m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
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// arrange index sequences into partial buffers
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m_transparent_buffers_consolidated = false;
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m_transparent_buffers.clear();
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scene::SMeshBuffer *current_buffer = nullptr;
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@ -930,6 +931,8 @@ void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
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void MapBlockMesh::consolidateTransparentBuffers()
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{
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if (m_transparent_buffers_consolidated)
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return;
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m_transparent_buffers.clear();
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scene::SMeshBuffer *current_buffer = nullptr;
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@ -952,6 +955,8 @@ void MapBlockMesh::consolidateTransparentBuffers()
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if (!current_strain.empty()) {
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this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
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}
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m_transparent_buffers_consolidated = true;
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}
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video::SColor encode_light(u16 light, u8 emissive_light)
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@ -282,6 +282,8 @@ private:
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MapBlockBspTree m_bsp_tree;
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// Ordered list of references to parts of transparent buffers to draw
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std::vector<PartialMeshBuffer> m_transparent_buffers;
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// Is m_transparent_buffers currently in consolidated form?
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bool m_transparent_buffers_consolidated = false;
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};
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/*!
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