/// render_distance in chunks, excluding the base chunk which is always rendered
ChunkRenderer(World &, int render_distance);
/// render_distance in chunks, excluding the base chunk which is always rendered
ChunkRenderer(World &, int render_distance);
void FogDensity(float d) noexcept { fog_density = d; }
bool InRange(const Chunk::Pos &) const noexcept;
void FogDensity(float d) noexcept { fog_density = d; }
bool InRange(const Chunk::Pos &) const noexcept;