示例#1
0
        public bool RegenerateVertexBuffer()
        {
            if (!ChunkPosition.HasValue)
            {
                return(false);
            }


            // Chunk nachladen
            if (this.chunk == null)
            {
                this.chunk = _manager.GetChunk(ChunkPosition.Value);
                if (this.chunk == null)
                {
                    //Thread.Sleep(10);
                    //RegenerateVertexBuffer();
                    //NeedsUpdate = false;
                    return(false);
                }

                this.chunk.Changed += OnChunkChanged;
            }
            var chunk = this.chunk;
            List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>();
            int   textureColumns = textures.Width / SceneControl.TEXTURESIZE;
            float textureWidth   = 1f / textureColumns;
            float texelSize      = 1f / SceneControl.TEXTURESIZE;
            float textureSizeGap = texelSize;
            float textureGap     = texelSize / 2;
            // BlockTypes sammlen
            Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>();
            // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>();
            int definitionIndex = 0;

            foreach (var definition in definitionManager.GetBlockDefinitions())
            {
                int textureCount = definition.Textures.Count();
                textureOffsets.Add(definition, definitionIndex);
                // definitionMapping.Add(definition.GetBlockType(), definition);
                definitionIndex += textureCount;
            }

            Vector2[] uvOffsets = new[]
            {
                new Vector2(0, 0),
                new Vector2(1, 0),
                new Vector2(1, 1),
                new Vector2(0, 1)
            };

            for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++)
            {
                for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++)
                {
                    for (int x = 0; x < Chunk.CHUNKSIZE_X; x++)
                    {
                        ushort block = chunk.GetBlock(x, y, z);

                        if (block == 0)
                        {
                            continue;
                        }

                        IBlockDefinition blockDefinition = (IBlockDefinition)definitionManager.GetDefinitionByIndex(block);

                        if (blockDefinition == null)
                        {
                            continue;
                        }

                        int textureIndex;
                        if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex))
                        {
                            continue;
                        }

                        // Textur-Koordinate "berechnen"
                        Vector2 textureOffset = new Vector2();
                        //Vector2 textureSize = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap);


                        ushort           topBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1));
                        IBlockDefinition topBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(topBlock);

                        var globalX = x + chunk.Index.X * Chunk.CHUNKSIZE_X;
                        var globalY = y + chunk.Index.Y * Chunk.CHUNKSIZE_Y;
                        var globalZ = z + chunk.Index.Z * Chunk.CHUNKSIZE_Z;

                        // Top
                        if (topBlock == 0 || (!topBlockDefintion.IsSolidWall(Wall.Bottom) && topBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Top, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           bottomBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1));
                        IBlockDefinition bottomBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(bottomBlock);


                        // Unten
                        if (bottomBlock == 0 || (!bottomBlockDefintion.IsSolidWall(Wall.Top) && bottomBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Bottom, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           southBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z));
                        IBlockDefinition southBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(southBlock);

                        // South
                        if (southBlock == 0 || (!southBlockDefintion.IsSolidWall(Wall.Front) && southBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Front, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           northBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z));
                        IBlockDefinition northBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(northBlock);

                        // North
                        if (northBlock == 0 || (!northBlockDefintion.IsSolidWall(Wall.Back) && northBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ) / textureColumns) * textureWidth) + textureGap));

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Back, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           westBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z));
                        IBlockDefinition westBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(westBlock);

                        // West
                        if (westBlock == 0 || (!westBlockDefintion.IsSolidWall(Wall.Right) && westBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetTextureRotation(Wall.Left, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           eastBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z));
                        IBlockDefinition eastBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(eastBlock);

                        // Ost
                        if (eastBlock == 0 || (!eastBlockDefintion.IsSolidWall(Wall.Left) && eastBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetTextureRotation(Wall.Right, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                        }
                    }
                }
            }

            vertexCount = vertices.Count;
            indexCount  = vertices.Count * 6 / 4;

            if (vertexCount > 0)
            {
                Dispatch(() =>
                {
                    if (vb == null || ib == null)
                    {
                        vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2);
                    }
                    if (vertexCount + 2 > vb.VertexCount)
                    {
                        vb.Resize(vertexCount + 2);
                    }


                    vb.SetData(vertices.ToArray());
                });
            }

            lock (this)
            {
                if (chunk != null && chunk.Index != ChunkPosition)
                {
                    return(loaded);
                }

                loaded       = true;
                NeedsUpdate |= chunk != this.chunk;
                return(!NeedsUpdate);
            }
        }
示例#2
0
        public void RegenerateVertexBuffer()
        {
            if (!ChunkPosition.HasValue)
            {
                return;
            }

            // Chunk nachladen
            if (chunk == null)
            {
                chunk = _manager.GetChunk(ChunkPosition.Value);
                if (chunk == null)
                {
                    return;
                }
            }

            List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>();
            List <int> index          = new List <int>();
            int        textureColumns = textures.Width / SceneControl.TEXTURESIZE;
            float      textureWidth   = 1f / textureColumns;
            float      texelSize      = 1f / SceneControl.TEXTURESIZE;
            float      textureSizeGap = texelSize;
            float      textureGap     = texelSize / 2;
            // BlockTypes sammlen
            Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>();
            // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>();
            int definitionIndex = 0;

            foreach (var definition in DefinitionManager.Instance.GetBlockDefinitions())
            {
                int textureCount = definition.Textures.Count();
                textureOffsets.Add(definition, definitionIndex);
                // definitionMapping.Add(definition.GetBlockType(), definition);
                definitionIndex += textureCount;
            }
            Vector2[] uvOffsets = new[] {
                new Vector2(0, 0),
                new Vector2(1, 0),
                new Vector2(1, 1),
                new Vector2(0, 1)
            };
            for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++)
            {
                for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++)
                {
                    for (int x = 0; x < Chunk.CHUNKSIZE_X; x++)
                    {
                        ushort block = chunk.GetBlock(x, y, z);
                        if (block == 0)
                        {
                            continue;
                        }

                        IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block);
                        if (blockDefinition == null)
                        {
                            continue;
                        }

                        int textureIndex;
                        if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex))
                        {
                            continue;
                        }

                        // Textur-Koordinate "berechnen"
                        Vector2 textureOffset = new Vector2();
                        Vector2 textureSize   = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap);


                        ushort           topBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1));
                        IBlockDefinition topBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(topBlock);

                        // Top
                        if (topBlock == 0 || (!topBlockDefintion.IsBottomSolidWall(_manager, x, y, z + 1) && topBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTopTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           bottomBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1));
                        IBlockDefinition bottomBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(bottomBlock);


                        // Unten
                        if (bottomBlock == 0 || (!bottomBlockDefintion.IsTopSolidWall(_manager, x, y, z - 1) && bottomBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetBottomTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           southBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z));
                        IBlockDefinition southBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(southBlock);

                        // South
                        if (southBlock == 0 || (!southBlockDefintion.IsNorthSolidWall(_manager, x, y + 1, z) && southBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetSouthTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           northBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z));
                        IBlockDefinition northBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(northBlock);

                        // North
                        if (northBlock == 0 || (!northBlockDefintion.IsSouthSolidWall(_manager, x, y - 1, z) && northBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetNorthTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           westBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z));
                        IBlockDefinition westBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(westBlock);

                        // West
                        if (westBlock == 0 || (!westBlockDefintion.IsEastSolidWall(_manager, x - 1, y, z) && westBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetWestTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(-1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(-1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(-1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(-1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           eastBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z));
                        IBlockDefinition eastBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(eastBlock);

                        // Ost
                        if (eastBlock == 0 || (!eastBlockDefintion.IsWestSolidWall(_manager, x + 1, y, z) && eastBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetEastTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }
                    }
                }
            }

            vertexCount = vertices.Count;
            indexCount  = index.Count;

            if (vertexCount > 0)
            {
                try
                {
                    if (vb == null || ib == null)
                    {
                        vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2);
                        //ib = new IndexBuffer(graphicsDevice, DrawElementsType.UnsignedInt, indexCount);
                    }
                    if (vertexCount + 2 > vb.VertexCount)
                    {
                        vb.Resize(vertexCount + 2);
                    }
                    //vb2 = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount+2);//TODO: why do I need more vertices?
                    vb.SetData <VertexPositionNormalTextureLight>(vertices.ToArray());

                    //if (indexCount > ib.IndexCount)
                    //    ib.Resize(indexCount);
                    //ib.SetData<int>(index.ToArray());
                }
                catch (Exception) { }
            }

            lock (this)
            {
                loaded = true;
            }

            lastReset = chunk.ChangeCounter;
        }