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Reduce alignment requirements.
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54847c726b
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@ -3,6 +3,7 @@
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#![allow(clippy::identity_op, clippy::option_map_unit_fn)]
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#![deny(clippy::clone_on_ref_ptr)]
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#![feature(
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array_chunks,
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array_methods,
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array_windows,
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array_zip,
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@ -1354,8 +1354,7 @@ impl/*<V: RectRasterableVol>*/ Terrain<V> {
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label: Some("Update textures."),
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});
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let locals_buffer_ = bytemuck::cast_slice_mut(&mut *locals_buffer);
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for (locals_offset, (response, locals_buffer)) in incoming_chunks.zip(locals_buffer_).enumerate() {
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for (locals_offset, (response, locals_buffer)) in incoming_chunks.zip(locals_buffer.array_chunks_mut::<{ core::mem::size_of::<TerrainLocals>() }>()).enumerate() {
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match self.mesh_todo.get(&response.pos) {
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// It's the mesh we want, insert the newly finished model into the terrain model
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// data structure (convert the mesh to a model first of course).
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@ -1462,7 +1461,7 @@ impl/*<V: RectRasterableVol>*/ Terrain<V> {
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);
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// Update the memory mapped locals.
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*locals_buffer =
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let locals_buffer_ =
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/* renderer.update_mapped(&mut mesh.locals, &[*/TerrainLocals::new(
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Vec3::from(
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response.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
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@ -1472,6 +1471,7 @@ impl/*<V: RectRasterableVol>*/ Terrain<V> {
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atlas_offs,
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load_time,
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)/*])*/;
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*locals_buffer = bytemuck::cast(locals_buffer_);
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/* let locals = Arc::clone(&locals); */
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Self::insert_chunk(&slowjob, &mut self.chunks, &mut self.atlas, response.pos, TerrainChunkData {
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