Pure-air chunks (above terrain) and chunks where every face culls produce a zero-length mesh from ChunkMesher.Build(). Previously InstallResult still allocated a real ChunkRenderer (VBO + VAO) and registered a zero-vertex draw call. With RenderDistanceVertical=2 and a player at surface Y, the topmost vertical layer is typically all pure air -- roughly H*H = ~289 wasted renderers per spawn. The chunk still gets added to _ready so SpawnReady, dirty-marking and unload bookkeeping continue to work; DrawAll's iteration over the renderer dictionary naturally skips entries that don't exist.
15 KiB
15 KiB