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Aggressively optimize entity rendering
This is anywhere from 10 to 15% faster depending on what entities are being rendered. Most of the improvements come from more efficiently laying out the cuboid data and coalescing neighboring 32-bit values into 64-bit words. Furthermore, vertex positions are calculated by extracting vectors from the pose matrix and adding them to the origin vertex, which avoids many matrix multiplications. Co-authored-by: MoePus <[email protected]>
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