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fix(track): 3D sleepers let go of the beams of the tracks far away
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@@ -86,7 +86,6 @@ struct laid {
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std::vector<glm::mat4> whole; // transforms of the timbers of a model without parts, drawn whole
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std::vector<glm::mat4> plain; // transforms of the plain sleepers, whole models, relative to the origin of the track
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std::vector<chunk> chunks;
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std::vector<beam> beams; // as they're laid
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};
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// how far the ballast of a track with beams is lowered, so they stick out of it
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@@ -130,6 +129,9 @@ void unsettle_around( TTrack &Track );
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void lay_in_background( bool const Background );
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// the beams of the track worked out ahead, before it comes in range
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void prefetch( TTrack &Track );
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// the beams of the tracks far from the camera let go, a slice of the tracks each call, to be laid again as they come near;
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// otherwise each track keeps the beams laid since it was first seen
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void release_far( glm::dvec3 const &Camera, double const Range );
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// what's wrong with the layout of the beams of all the tracks: beams over each other, rails with too few beams under them,
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// timbers shared by rails out of one plane
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