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// ref https://www.seedofandromeda.com/blogs/29-fast-flood-fill-lighting-in-a-blocky-voxel-game-pt-1 | |
// wpos: world position | |
// nLight: new lighting value | |
// skipself: chunk updating thing | |
void ChunkManager::lightPropagateAdd(glm::ivec3 wpos, Light nLight, bool skipself) | |
{ | |
// get existing light at the position | |
LightPtr L = GetLightPtr(wpos); | |
if (L) | |
{ |
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