Séparation Chunk::Update et VertexBuffer::SetMeshData, Cleanup
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		| @@ -18,6 +18,9 @@ class Chunk { | ||||
|         int m_posX; // Position du chunk dans l'array constituant le monde. | ||||
|         int m_posY; | ||||
|  | ||||
|         VertexBuffer::VertexData* m_vd; | ||||
|         int m_vcount; | ||||
|  | ||||
|         void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s, World* world); | ||||
|  | ||||
|     public: | ||||
| @@ -30,7 +33,9 @@ class Chunk { | ||||
|         void CheckNeighbors(int x, int z, World* world); | ||||
|         void GetPosition(int& x, int& y) const; | ||||
|  | ||||
|  | ||||
|         void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world); | ||||
|         void FlushMeshToVBO(); | ||||
|          | ||||
|         void Render() const; | ||||
|         bool IsDirty() const; | ||||
|   | ||||
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