Beispiel #1
0
        bool CanStretch(BlockID initial, int chunkIndex, int x, int y, int z, int face)
        {
            BlockID cur = chunk[chunkIndex];

            return(cur == initial &&
                   !BlockInfo.IsFaceHidden(cur, chunk[chunkIndex + offsets[face]], face) &&
                   (fullBright || (LightCol(X, Y, Z, face, initial) == LightCol(x, y, z, face, cur))));
        }
 void TestAndStretchX(int xx, int index, byte tile, int chunkIndex, int value, int test, int tileSide, int offset)
 {
     index += tileSide;
     if (counts[index] != 0)
     {
         if ((value == test && Y < clipLevel) ||
             (value != test && info.IsFaceHidden(tile, chunk[chunkIndex + offset], tileSide)))
         {
             counts[index] = 0;
         }
         else
         {
             int count = StretchX(xx, index, X, Y, Z, chunkIndex, tile, tileSide);
             AddVertices(tile, count, tileSide);
             counts[index] = (byte)count;
         }
     }
 }
        bool CanStretch(BlockID initialBlock, int chunkIndex, int x, int y, int z, int face)
        {
            BlockID rawBlock = chunk[chunkIndex];

            bitFlags[chunkIndex] = ComputeLightFlags(x, y, z, chunkIndex);
            return(rawBlock == initialBlock &&
                   !BlockInfo.IsFaceHidden(rawBlock, chunk[chunkIndex + offsets[face]], face) &&
                   (initBitFlags == bitFlags[chunkIndex]
                    // Check that this face is either fully bright or fully in shadow
                    && (initBitFlags == 0 || (initBitFlags & masks[face]) == masks[face])));
        }