adds a low-quality version of the voxels shader that could be used later for better performance on low-end devices
removes the uncessary calls to updateMatrixWorld() each frame, which can lead to up to 15% less CPU usage
adds a new class VoxelmapVisibilityComputer that can be used to compute which patches should be computed in priority (= the ones close to the player and in the camera's fustum)
adds a new class VoxelmapViewer to which one can push voxel data dynamically
This PR:
updateMatrixWorld()
each frame, which can lead to up to 15% less CPU usageVoxelmapVisibilityComputer
that can be used to compute which patches should be computed in priority (= the ones close to the player and in the camera's fustum)VoxelmapViewer
to which one can push voxel data dynamicallyTerrain
toTerrainViewer