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// When it's this way it flickers with 3D disabled
BufInfo_Init(bufInfo);
for (int i = 0; i < CHUNK_HEIGHT / CHUNK_CLUSTER_HEIGHT; i++)
if (c->data[i].vbo) BufInfo_Add(bufInfo, c->data[0].vbo, sizeof(world_vertex), 3, 0x210);
if (bufInfo->bufCount) C3D_DrawArrays(GPU_TRIANGLES, 0, c->vertexCount);
// But this way the flickering is gone
BufInfo_Init(bufInfo);
for (int i = 0; i < CHUNK_HEIGHT / CHUNK_CLUSTER_HEIGHT; i++) {
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RSDuck / render.c
Last active July 10, 2016 12:37
Rendering
#include <stdio.h>
#include <string.h>
#include <citro3d.h>
#include "render.h"
#include "world.h"
#include "player.h"