예제 #1
0
        void AddSpriteVertices(BlockID block)
        {
            int      i    = atlas.Get1DIndex(BlockInfo.GetTextureLoc(block, Side.Left));
            DrawInfo part = normalParts[i];

            part.spriteCount += 4 * 4;
        }
        void AddSpriteVertices(byte tile, int count)
        {
            int      i    = atlas.Get1DIndex(info.GetTextureLoc(tile, TileSide.Left));
            DrawInfo part = drawInfoNormal[i];

            part.spriteCount += 6 + 6 * count;
            part.iCount      += 6 + 6 * count;
        }
예제 #3
0
        void AddSpriteVertices(byte block)
        {
            int      i    = atlas.Get1DIndex(info.GetTextureLoc(block, Side.Left));
            DrawInfo part = drawInfoNormal[i];

            part.spriteCount += 6 * 4;
            part.iCount      += 6 * 4;
        }
예제 #4
0
        void AddVertices(BlockID block, int face)
        {
            int      i             = TerrainAtlas1D.Get1DIndex(BlockInfo.GetTextureLoc(block, face));
            bool     isLava        = IsBlockLiquid(block);
            bool     isTranslucent = BlockInfo.Draw[block] == DrawType.Translucent;
            DrawInfo part;

            //DrawInfo part = BlockInfo.Draw[block] == DrawType.Translucent ? translucentParts[i] : normalParts[i];
            if (isLava && !isTranslucent)
            {
                part = liquidParts[i];
            }
            else
            {
                part = isTranslucent ? translucentParts[i] : normalParts[i];
            }
                        #if ALPHA
            if (block == Block.Fence)
            {
                part.vCount[face] += 4 * 9;
            }
            else
            {
                part.vCount[face] += 4;
            }
                        #else
            part.vCount[face] += 4;
                        #endif
        }
예제 #5
0
        void AddVertices(BlockID block, int face)
        {
            int      i    = TerrainAtlas1D.Get1DIndex(BlockInfo.GetTextureLoc(block, face));
            DrawInfo part = BlockInfo.Draw[block] == DrawType.Translucent ? translucentParts[i] : normalParts[i];

            part.vCount[face] += 4;
        }