public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Block block) { BlockBuilder.BuildRenderer(chunk, pos, meshData, direction); BlockBuilder.BuildTexture(chunk, pos, meshData, direction, Textures); BlockBuilder.BuildColors(chunk, pos, meshData, direction); if (!HertzVoxConfig.UseGreedyCollider) { BlockBuilder.BuildCollider(chunk, pos, meshData, direction); } }
public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Block block) { BlockBuilder.BuildRenderer(chunk, pos, meshData, direction); BlockBuilder.BuildTexture(chunk, pos, meshData, direction, textures); BlockBuilder.BuildColors(chunk, pos, meshData, direction); if (Config.Toggle.UseCollisionMesh) { BlockBuilder.BuildCollider(chunk, pos, meshData, direction); } }
public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, BlockDirection blockDirection, Block block) { BlockBuilder.BuildRenderer(chunk, pos, meshData, blockDirection); BlockBuilder.BuildTexture(chunk, pos, meshData, blockDirection, new Tile[] { new Tile((int)textures[0].x, (int)textures[0].y), new Tile((int)textures[1].x, (int)textures[1].y), new Tile((int)textures[2].x, (int)textures[2].y), new Tile((int)textures[3].x, (int)textures[3].y), new Tile((int)textures[4].x, (int)textures[4].y), new Tile((int)textures[5].x, (int)textures[5].y) }); BlockBuilder.BuildColors(chunk, pos, meshData, blockDirection); if (Config.Toggle.UseCollisionMesh) { BlockBuilder.BuildCollider(chunk, pos, meshData, blockDirection); } }