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Block renders cause a massive performance decrease for the chunk renderer #28

@Hebbinkpro

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@Hebbinkpro

Currently, the block render process goes like the following:

  1. The corresponding texture of the block is searched in the terrain textures.
  2. If the block has a model, the model is rendered using the texture.
  3. When the block is influenced by a colormap, this color is first searched in the colormap and after that applied to the (modelled) texture.
    All these steps are repeated once for all unique blocks in a single chunk.

For a single chunk, this isn't so bad. But for larger worlds with more than 100 chunks, this will cause a (massive) performance decrease, because most chunks will have some of the same blocks as other chunks.

To solve this issue and make the world renderer more efficient, all blocks should be mapped to their correct modelled texture and colormaps should be applied where required, and their color calculated for each registered biome.

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