Fix terrain culling not being updated for omnidirectional rendering
Terrain culling is only updated when the camera position or rotation changes. For omnidirectional rendering, we don't change the camera directly though, we rotate way earlier so we can consistently get before any other effects. As a result, the terrain frustum culling wasn't updated between render passes resulting in missing terrain. This was largely masked by the fact that we used to call GameRenderer.onResize every pass (even when the size hadn't changed) but fixing that made this issue become apparent.
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@@ -83,6 +83,8 @@ public abstract class Mixin_Omnidirectional_Rotation {
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//#else
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//$$ GL11.glRotatef(angle, x, y, 0);
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//#endif
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getMinecraft().worldRenderer.scheduleTerrainUpdate();
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}
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//#if MC<11500
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//$$ if (getHandler() != null && getHandler().omnidirectional) {
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