this could be solved by using a pre-interpolated light texture and
mapping light levels to coordinates on that
- there seems to be a bug with adding/removing obstacles...again
-
also: how could block light affect entity lighting?
maybe get the interpolated light level at the entity's center and use
that as the light power for the directional lighting shader and use a
all chunks by position, possibly base-relative
profiling indicates that this is not neccessary atm. maybe it will
- when some more action is in the world
+ when there's some more action in the world
transparency (blocks and entities)