示例#1
0
    public ModDrawTerrain()
    {
        currentChunk        = new int[18 * 18 * 18];
        currentChunkShadows = new byte[18 * 18 * 18];
        tempnearestpos      = new int[3];
        ids         = new int[1024];
        idsCount    = 0;
        redraw      = new TerrainRendererRedraw[128];
        redrawCount = 0;
        CalculateShadowslightRadius           = new int[GlobalVar.MAX_BLOCKTYPES];
        CalculateShadowsisTransparentForLight = new bool[GlobalVar.MAX_BLOCKTYPES];
        lightBase          = new LightBase();
        lightBetweenChunks = new LightBetweenChunks();

        lastPerformanceInfoupdateMilliseconds = 0;
        lastchunkupdates = 0;
        started          = false;
    }
示例#2
0
    public ModDrawTerrain()
    {
        currentChunk = new int[18 * 18 * 18];
        currentChunkShadows = new byte[18 * 18 * 18];
        tempnearestpos = new int[3];
        ids = new int[1024];
        idsCount = 0;
        redraw = new TerrainRendererRedraw[128];
        redrawCount = 0;
        CalculateShadowslightRadius = new int[GlobalVar.MAX_BLOCKTYPES];
        CalculateShadowsisTransparentForLight = new bool[GlobalVar.MAX_BLOCKTYPES];
        lightBase = new LightBase();
        lightBetweenChunks = new LightBetweenChunks();

        lastPerformanceInfoupdateMilliseconds = 0;
        lastchunkupdates = 0;
        started = false;
    }