This is the main fix, basically, we need to recalculate the shouldRender state in this case, because the camera has moved so whether a voxel should render could have changed. I was able to get a solid repro case by jumping between two locations and the voxels that weren't correctly drawing were in this state where there correct calculated should render didn't match there existing should render.

This problem only happened in this "intersect" case... because in the inside case we were correctly handling this recalculation...