public override void Commit() { if (chunk.Blocks.NonEmptyBlocks <= 0) { return; } // Prepare a bounding box for our geometry int minX = chunk.MinBounds & 0xFF; int minY = (chunk.MinBounds >> 8) & 0xFF; int minZ = (chunk.MinBounds >> 16) & 0xFF; int maxX = chunk.MaxBounds & 0xFF; int maxY = (chunk.MaxBounds >> 8) & 0xFF; int maxZ = (chunk.MaxBounds >> 16) & 0xFF; Bounds bounds = new Bounds( new Vector3((minX + maxX) >> 1, (minY + maxY) >> 1, (minZ + maxZ) >> 1), new Vector3(maxX - minX, maxY - minY, maxZ - minZ) ); // Generate a mesh Batcher.Commit( chunk.world.transform.rotation * chunk.Pos + chunk.world.transform.position, chunk.world.transform.rotation, ref bounds #if DEBUG , chunk.Pos.ToString() #endif ); }
public override void Commit() { Batcher.Commit( chunk.world.transform.rotation * chunk.pos + chunk.world.transform.position, chunk.world.transform.rotation, chunk.world.renderMaterial #if DEBUG , chunk.pos.ToString() #endif ); }
public override void Commit() { Batcher.Commit( chunk.world.transform.rotation * chunk.pos + chunk.world.transform.position, chunk.world.transform.rotation, chunk.world.physicsMaterial #if DEBUG , chunk.pos + "C" #endif ); }