/// <summary> /// Sets the chunk to dirty. /// </summary> /// <param name='chunkPos'> /// Chunk position coordinates. /// </param> public void SetDirty(Vector3i chunkPos) { OCChunk chunk = GetChunk(chunkPos); if (chunk != null) { chunk.GetChunkRendererInstance().SetDirty(); } }
public IEnumerator BuildColumn(int cx, int cz) { List3D <OpenCog.Map.OCChunk> chunks = map.GetChunks(); for (int cy = chunks.GetMinY(); cy < chunks.GetMaxY(); cy++) { OpenCog.Map.OCChunk chunk = map.GetChunk(new Vector3i(cx, cy, cz)); if (chunk != null) { chunk.GetChunkRendererInstance().SetDirty(); } if (chunk != null) { yield return(null); } } }