sorted meshes: check for frustum
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@ -251,14 +251,16 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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continue;
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}
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustum.isBoxVisible(min, max)) continue;
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if (!frustum.isBoxVisible(min, max)) continue;
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}
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auto& chunkEntries = found->second.sortingMeshData.entries;
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