feat(streaming): load full column bedrock->surface to fix terrain holes
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@@ -5,17 +5,6 @@ using OpenTK.Mathematics;
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public sealed class Configuration
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{
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public int RenderDistanceHorizontal { get; set; } = 8;
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// Player-slab half-height in chunks. NOTE: repurposed by the visibility
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// rework — this is no longer a global vertical load-box. It is how many
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// chunks load above and below the player's chunk across the whole
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// horizontal region, so caves at the player's depth render to the full
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// horizontal distance.
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public int RenderDistanceVertical { get; set; } = 2;
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// Chunks loaded below the lowest surface chunk of each column. Gives the
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// surface chunk a solid neighbor below (so its buried bottom faces cull)
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// and covers cave mouths just under the surface.
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public int SurfaceShellSkirtBelow { get; set; } = 1;
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// Distance fog begins at this fraction of the fog-end distance (fog end is
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// derived from RenderDistanceHorizontal). 0.7 → fog starts at 70% of the edge.
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@@ -41,8 +41,8 @@ public sealed class Game : GameWindow
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{
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base.OnLoad();
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Log.Information("Game starting with seed={Seed} renderDistanceH={H} renderDistanceV={V}",
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this._cfg.Seed, this._cfg.RenderDistanceHorizontal, this._cfg.RenderDistanceVertical);
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Log.Information("Game starting with seed={Seed} renderDistanceH={H}",
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this._cfg.Seed, this._cfg.RenderDistanceHorizontal);
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GL.ClearColor(this._cfg.SkyColor.X, this._cfg.SkyColor.Y, this._cfg.SkyColor.Z, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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