implement stats.min.js, improve fps
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@@ -16,14 +16,9 @@ window.BlockRenderer = class {
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// Check if face is hidden by other block
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if (block.shouldRenderFace(world, x, y, z, face)) {
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// Start drawing
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this.tessellator.startDrawing();
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// Render face
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this.renderFace(world, block, boundingBox, face, x, y, z);
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// Draw
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this.tessellator.draw(group);
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}
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}
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}
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@@ -6,8 +6,6 @@ window.Tessellator = class {
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side: THREE.BackSide,
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transparent: true
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});
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this.index = new THREE.BufferAttribute(new Uint32Array([0, 2, 1, 0, 3, 2]), 1);
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}
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bindTexture(texture) {
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@@ -50,7 +48,19 @@ window.Tessellator = class {
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geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(this.vertices), 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array(this.colors), 3));
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geometry.setAttribute('uv', new THREE.BufferAttribute(new Float32Array(this.uv), 2));
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geometry.setIndex(this.index);
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// Create index array
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let index = [];
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let verticesPerFace = 4;
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for (let i = 0; i < this.addedVertices / verticesPerFace; i++) {
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index.push(i * verticesPerFace + 0);
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index.push(i * verticesPerFace + 2);
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index.push(i * verticesPerFace + 1);
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index.push(i * verticesPerFace + 0);
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index.push(i * verticesPerFace + 3);
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index.push(i * verticesPerFace + 2);
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}
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geometry.setIndex(new THREE.BufferAttribute(new Uint32Array(index), 1));
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let mesh = new THREE.Mesh(geometry, this.material);
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group.matrixAutoUpdate = false;
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