Fixed other issues?
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@@ -77,17 +77,17 @@ public class RenderService<T extends AbstractSectionRenderer<J, ?>, J extends Vi
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world.getMapper().setBiomeCallback(this.modelService::addBiome);
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(0, 0,0,0));
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this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, 0,0,0));
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//this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, 0,0,0));
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/*
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final int H_WIDTH = 10;
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for (int x = -H_WIDTH; x <= H_WIDTH; x++) {
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for (int y = 0; y <= 0; y++) {
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for (int y = -1; y <= 0; y++) {
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for (int z = -H_WIDTH; z <= H_WIDTH; z++) {
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this.nodeManager.insertTopLevelNode(WorldEngine.getWorldSectionId(4, x, y, z));
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}
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}
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}*/
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}
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}
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public void setup(Camera camera) {
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@@ -48,7 +48,7 @@ public final class NodeStore {
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if (id < 0) {
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throw new IllegalStateException("Failed to allocate " + count + " consecutive nodes!!");
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}
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this.ensureSized(id + (count-1));
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this.ensureSized(id + count);
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for (int i = 0; i < count; i++) {
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this.clear(id + i);
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}
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@@ -121,16 +121,14 @@ public class PostProcessing {
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glDepthMask(false);
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glColorMask(false,false,false,false);
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this.emptyBlit.blit();
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glColorMask(true,true,true,true);
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glDepthMask(true);
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//glDisable(GL_DEPTH_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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//Set depth to 0 w.r.t mask
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glStencilFunc(GL_EQUAL, 0, 0xFF);
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this.setDepth0.blit();
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glDisable(GL_DEPTH_TEST);
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glColorMask(true,true,true,true);
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//Make voxy terrain render only where there isnt mc terrain
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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