Changements pour v143 et autres corrections.
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@@ -125,12 +125,12 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
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y = m_center[1];
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}
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void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
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void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]) {
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glStencilFunc(GL_EQUAL, 1, 0x00);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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atlas.Bind();
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RenderWorld(rendercount, player, world, shader);
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UpdateWorld(player, perlin, blockinfo);
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UpdateWorld(player, blockinfo);
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TransposeWorld(player, bullets);
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shader.Disable();
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glStencilFunc(GL_GREATER, 1, 0xFF);
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@@ -301,7 +301,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world,
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shader.Disable();
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};
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void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
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void World::UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]) {
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int cx = player.GetPosition().x;
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int cy = player.GetPosition().z;
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static int frameGenerate = 0;
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@@ -466,9 +466,10 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY
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else m_tbDeleted.pop_back();
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}
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for (int x = 0; x < threads; ++x)
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for (int x = 0; x < threads; ++x) {
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delThList[x].wait();
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delThList[x].get();
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}
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}
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int World::GettbDeleted() const { return m_tbDeleted.size(); }
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