style: drop redundant type qualifiers, use explicit types (IDE cleanup)
Pure formatting from the IDE's code cleanup: remove redundant ClassName./namespace qualifiers and replace var with explicit types. No behavior change.
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@@ -11,8 +11,8 @@ public sealed class ChunkMesher : IChunkMesher
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public ChunkMesher(int atlasWidthPixels, int atlasHeightPixels)
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{
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this._tileU = (float)ChunkMesher.TileSizePixels / atlasWidthPixels;
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this._tileV = (float)ChunkMesher.TileSizePixels / atlasHeightPixels;
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this._tileU = (float)TileSizePixels / atlasWidthPixels;
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this._tileV = (float)TileSizePixels / atlasHeightPixels;
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}
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// Per-face geometry: base corner + two in-plane edge vectors (u, v) with
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@@ -65,7 +65,7 @@ public sealed class ChunkMesher : IChunkMesher
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IBlock block = registry.Get(chunk[x, y, z]);
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if (!block.IsOpaque) continue;
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foreach (Face face in ChunkMesher.Faces)
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foreach (Face face in Faces)
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{
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int nx = x + face.Normal.x;
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int ny = y + face.Normal.y;
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@@ -91,9 +91,9 @@ public sealed class ChunkMesher : IChunkMesher
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// Image is flipped on load, so offset from the top to keep tile (0,0) = top-left.
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float vBase = 1f - (tile.Y + 1) * this._tileV;
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foreach (int corner in ChunkMesher.Triangle)
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foreach (int corner in Triangle)
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{
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(float cu, float cv) = ChunkMesher.Corners[corner];
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(float cu, float cv) = Corners[corner];
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float px = x + face.Base.x + face.U.x * cu + face.V.x * cv;
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float py = y + face.Base.y + face.U.y * cu + face.V.y * cv;
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