Performance fixes part 1
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@@ -24,7 +24,7 @@ class NodeRenderer
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glBegin(GL_QUADS);
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// Front
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if(blockManager.mapBlocks[block.x][block.z].isAir(x, y, z - 1))
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 - 1))
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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@@ -40,7 +40,7 @@ class NodeRenderer
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}
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// Back
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if(blockManager.mapBlocks[block.x][block.z].isAir(x, y, z + 1))
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 + 1))
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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@@ -56,7 +56,7 @@ class NodeRenderer
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}
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// Right
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if(blockManager.mapBlocks[block.x][block.z].isAir(x + 1, y, z))
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 + 1, y, z - block.z * 16))
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{
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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@@ -72,7 +72,7 @@ class NodeRenderer
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}
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// Left
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - 1, y, z))
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16 - 1, y, z - block.z * 16))
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{
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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@@ -88,7 +88,7 @@ class NodeRenderer
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}
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// Bottom
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x, y - 1, z) == 0)
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y - 1, z - block.z * 16) == 0)
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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@@ -104,7 +104,7 @@ class NodeRenderer
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}
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// Top
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x, y + 1, z) == 0)
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y + 1, z - block.z * 16) == 0)
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{
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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