internal void LoadTextureToAtlas( TextureAtlas atlas ) { if( MainTexture != null && !loaded_texture ) { atlas.AddTexture( MainTexture, out TextureCoords, out TextureUVs ); loaded_texture = true; } }
internal void LoadTexturesToAtlas( TextureAtlas atlas, ref int percent, ref int step, ref int steps ) { steps += VoxelTable.Length; foreach( VoxelType vt in VoxelTable ) { vt.LoadTextureToAtlas( atlas ); percent = ( ++step * 100 ) / steps; } }
public VoxelWorld( bool nogui, VoxelGameEnvironment GameEnv ) { uint i; this.nogui = nogui; this.GameEnv = GameEnv; Display.OnInvalidate += Display_OnInvalidate; SectorEjectList = new SectorRingList( 256 * 256 * 32/*65536*/); if( !nogui ) TextureAtlas = new TextureAtlas( 32, 64 ); SectorTable = new VoxelSector[TableSize]; for( i = 0; i < TableSize; i++ ) SectorTable[i] = null; SectorList = null; UniverseNum = 1; VoxelTypeManager = null; }