public WorldRenderer(WorldTextureAtlas textureAtlas, OutlineRenderer outlineRenderer) { _textureAtlas = textureAtlas; _outlineRenderer = outlineRenderer; }
public WorldRenderer(WorldTextureAtlas textureAtlas, OutlineRenderer outlineRenderer) { _textureAtlas = textureAtlas; _outlineRenderer = outlineRenderer; }
internal GameConnectionManager(GameLoop gameLoop, GameController controller, WorldTextureAtlas textureAtlas) { _gameLoop = gameLoop; _controller = controller; _textureAtlas = textureAtlas; }
private void DrawBlockBottom(TriangleBuffer buffer, WorldTextureAtlas.TextureEntry textureEntry, float x, float y, float z, float highlight) { buffer.Triangle(0, 1, 3); buffer.Triangle(3, 1, 2); buffer.VertexFloat(x - 0.5f, y - 0.5f, z + 0.5f); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex(); buffer.VertexFloat(x - 0.5f, y - 0.5f, z - 0.5f); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex(); buffer.VertexFloat(x + 0.5f, y - 0.5f, z - 0.5f); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex(); buffer.VertexFloat(x + 0.5f, y - 0.5f, z + 0.5f); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex(); }