void GenerateCubeMeshData(int x, int y, int z) { Vector3 cubePos = new Vector3((float)x * Scale, (float)y * Scale, (float)z * Scale); float cubeScale = Scale * 0.5f; if (_data.IsCellFaceVisible(CubeFace.NORT, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.NORT, cubeScale, cubePos); } if (_data.IsCellFaceVisible(CubeFace.SOUTH, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.SOUTH, cubeScale, cubePos); } if (_data.IsCellFaceVisible(CubeFace.WEST, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.WEST, cubeScale, cubePos); } if (_data.IsCellFaceVisible(CubeFace.EAST, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.EAST, cubeScale, cubePos); } if (_data.IsCellFaceVisible(CubeFace.TOP, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.TOP, cubeScale, cubePos); } if (_data.IsCellFaceVisible(CubeFace.BOTTOM, x, y, z)) { GenerateCubeFaceMeshData(CubeFace.BOTTOM, cubeScale, cubePos); } }