GL11.glTranslatef(chunkPositionRelToCamera.x, chunkPositionRelToCamera.y, chunkPositionRelToCamera.z);
for (int i = 0; i < VERTICAL_SEGMENTS; i++) {
if (!chunk.getMesh()[i].isEmpty()) {
if (config.getRendering().getDebug().isRenderChunkBoundingBoxes()) {
AABBRenderer aabbRenderer = new AABBRenderer(chunk.getSubMeshAABB(i));
aabbRenderer.renderLocally(1f);
statRenderedTriangles += 12;
}
if (shader != null) {
shader.enable();