Implement mapblock camera offset correctly #10702
Merged
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bugfix, rendering, performance, maintenance, trivial
The camera offset for mapblocks was originally implemented in a really stupid way, see #10683 (comment)
This PR reimplements it as a matrix transformation instead of translating every damn vertex in software.
I also moved a couple struct types to the header where they belong.
How to test
Zip around the map with fly/fast to trigger the camera offset repeatedly. Enjoy reduced mesher stutter.
Teleport to the map's edge to verify that nothing is jittery.