simplify raytracer, fluid, sky and render code: air fog moved into the camera medium, sky colour computed only when read, single ao neighbour lookups, culling test before tint and ao, allocation-free fluid heights and flow angle, one fluid model lookup per cell, shared normal rotation and face fractions in the element intersector, unified side-face table, dead overloads/interface/enums and convenience constructors removed, comments trimmed
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@@ -377,7 +377,7 @@ public class BlockEntityTestRender {
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Location loc = new Location(null, cam.getX(), cam.getY(), cam.getZ());
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loc.setDirection(center.clone().subtract(cam));
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List<Vector> rayMap = buildRayMap(loc, TW * SSAA, TH * SSAA);
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RenderJob job = new RenderJob(world, rayMap, cam, TW, TH, sky, List.of(), states);
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RenderJob job = new RenderJob(world, rayMap, cam, TW, TH, sky, List.of(), states, List.of(), List.of());
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return renderer.execute(job);
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}
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@@ -403,7 +403,7 @@ public class BlockEntityTestRender {
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Location loc = new Location(null, cam.getX(), cam.getY(), cam.getZ());
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loc.setDirection(center.clone().subtract(cam));
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List<Vector> rayMap = buildRayMap(loc, TW * SSAA, TH * SSAA);
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RenderJob job = new RenderJob(world, rayMap, cam, TW, TH, sky, List.of(), List.of(), states);
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RenderJob job = new RenderJob(world, rayMap, cam, TW, TH, sky, List.of(), List.of(), states, List.of());
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return renderer.execute(job);
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}
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