#pragma once #include "Mesh.h" #include "Lighting.h" namespace vf { // Face-culled mesh for one chunk carrying per-vertex ambient occlusion and // baked light sampled from `light`. Opaque and transparent (water) faces are // written to separate sub-meshes. Faces are culled against neighbours across // chunk borders exactly like the greedy mesher. ChunkMesh meshChunkLit(const World& world, const Vec3i& chunkCoord, const LightField& light); } // namespace vf