while (renderQueueChunksOpaqueReflection.size() > 0) {
renderChunk(renderQueueChunksOpaqueReflection.poll(), ChunkMesh.RenderPhase.OPAQUE, camera, ChunkRenderMode.REFLECTION);
}
}
chunkShader.deactivateFeature(ShaderProgramFeature.FEATURE_USE_FORWARD_LIGHTING);
PerformanceMonitor.endActivity();
}
private void renderShadowMap(Camera camera) {
PerformanceMonitor.startActivity("Render World (Shadow Map)");