public void RenderGame() { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.ClearColor(0.2f, 0.2f, 0.8f, 1.0f); Player.Camera.WorldView = Player.WorldToCamera(); Player.Camera.SetSize(Size.X, Size.Y, GameSettings.RENDER_NEAR_MIN, GameSettings.RENDER_FAR, GameSettings.RENDER_FOV); Player.Camera.UseViewport(); Player.World.Sky.Draw(Player.Camera); // mesh.Draw(Player.Camera); foreach (Chunk chunk in Player.World.Chunks.Values) { //Tesselator.DrawChunkBBB(Player.Camera, chunk); Tesselator.DrawChunkBlocks(Player.Camera, chunk); DebugDraw.DrawChunk(Player.Camera, chunk); //Tesselator.DrawChunkMesh(Player.Camera, chunk, TestMesh); //DebugDraw.DrawAABB(Player.Camera, Player.BoundingBox); } //cube.Draw(Player.Camera); DebugText.Clear(); DebugText.WriteLine($"Player pos: {Player.Position}"); DebugText.WriteLine($"Player chunk: {Player.Chunk?.Location?.ToString()}"); //if (Player.Chunk != null) //{ // DebugDraw.DrawChunkCenterOutline(Player.Camera, Player.Chunk); //} //DebugText.SetText(text); //GL.FrontFace(FrontFaceDirection.Cw); //obj.Draw(Player.Camera); //GL.FrontFace(FrontFaceDirection.Ccw); //DebugText.WriteLine($"Player Position: {Player.Position}"); //DebugText.WriteLine($"Player Look: X: {Player.CameraRotationX}, Y: {Player.CameraRotationY}"); //DebugDraw.DrawAABB(Player.Camera, Player.BoundingBox); //DebugDraw.DrawXYZ(Player.Camera.Projection, Player.CameraRotationY, Player.CameraRotationX); Context.SwapBuffers(); }