interface.Update(dt);
spawner.Update(dt);
world.Update(dt);
- chunk_renderer.Rebase(world.Player().ChunkCoords());
+ chunk_renderer.Rebase(interface.Player().ChunkCoords());
chunk_renderer.Update(dt);
- glm::mat4 trans = world.Player().Transform(world.Player().ChunkCoords());
+ glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- env.audio.Position(world.Player().Position());
- env.audio.Velocity(world.Player().Velocity());
+ env.audio.Position(interface.Player().Position());
+ env.audio.Velocity(interface.Player().Velocity());
env.audio.Orientation(dir, up);
-
}
void WorldState::Render(Viewport &viewport) {
- viewport.WorldPosition(world.Player().Transform(world.Player().ChunkCoords()));
+ viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
chunk_renderer.Render(viewport);
world.Render(viewport);
interface.Render(viewport);