private static void CreateFace(Direction direction, float faceScale, Vector3 facePos, string blockID, ref MeshData mesh) { mesh.vertices.AddRange(CubeTablet.FaceVertices(direction, faceScale, facePos)); int count = mesh.vertices.Count; mesh.triangles.Add(count - 4); mesh.triangles.Add(count - 4 + 1); mesh.triangles.Add(count - 4 + 2); mesh.triangles.Add(count - 4); mesh.triangles.Add(count - 4 + 2); mesh.triangles.Add(count - 4 + 3); BlockData block; BlockDatabase.blockDatas.TryGetValue(blockID, out block); AddTexture(block.textureID[(int)direction], ref mesh); }
private void CreateFace(Direction direction, float faceScale, Vector3 facePos, string blockID) { //lock (this) { vertices.AddRange(CubeTablet.FaceVertices(direction, faceScale, facePos)); int count = vertices.Count; triangles.Add(count - 4); triangles.Add(count - 4 + 1); triangles.Add(count - 4 + 2); triangles.Add(count - 4); triangles.Add(count - 4 + 2); triangles.Add(count - 4 + 3); BlockData block; BlockDatabase.blockDatas.TryGetValue(blockID, out block); AddTexture(block.textureID[(int)direction]); } }