When you say \"you can\'t\" do you mean that my software is incapable of, or do you mean \"one shouldn\'t\"?
In order to speed up rendering, I calculate what blocks are visible and which are not. This is a little tricky, because there is a tradeoff between spending a lot of time working out exactly what is visible and spending a lot of time drawing invisible blocks. Currently the algorithim I use basically says \"if this block borders blocks in all six axial directions, then it is invisible\". I had to tweak that to \"borders solid blocks\", and treat wedges and corners as non-solid. (I should also include glass.)
Given that, I\'m a little confused by what I see above. The block behind the corner there should be painted, since it is next to \"non-solid\" blocks. Are any of those corner/wedges glass?
OpenGL has much smarter and faster algorithms for determining visibility. If you note, my algorithm still draws the far side of the hull, which wastes time. But, as per comment 335, that isn\'t ready for prime time yet.
Thanks for the report.