const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
const float ec_radius = entity.Radius() + Radius();
- if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
+ if (distance2(entity_coords, Center()) > ec_radius * ec_radius) {
return false;
}
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
+ // TODO: optimize chunk culling, shoudn't be that hard
glm::mat4 m(index[i]->Transform(index.Base()));
glm::mat4 mvp(chunk_prog.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {