public CodeMeshedBlock(BlockType _type, MeshOrder _meshOrder, int AtlasIndexUp, int AtlasIndexDown, int AtlasIndexSides, bool _solid, bool _opaque) : base(_type, _meshOrder, _solid, _opaque) { UVs = TextureAtlas.GenerateUVs(AtlasIndexUp, AtlasIndexDown, AtlasIndexSides); }
public CodeFluidMeshedBlock(BlockType _type, int AtlasIndex, bool _solid, bool _opaque) : base(_type, MeshOrder.Fluid, _solid, _opaque) { UVs = TextureAtlas.GenerateUVs(AtlasIndex, AtlasIndex, AtlasIndex); }