Use a uniform to shift chunks
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To keep
indexonly vertice representation (using 4 bytes per vertex), it requires to know which range ofindexes are in which chunks. This can be done with an array of not repeated chunks. However passing this non constant size array as auniformdoesn't work.However glium has an example which seems to use what we are looking for.
For the moment we use a plain vertice representation using 8 additional bytes per vertex.
Could similarly use a
uniformto providenormals andbiomes as only one of three normals, as far as I know, and one of four biomes are useful. However maybeuniformis overkill for this purpose.Cf https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Arrays