buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}
+void BlockType::FillBlockModel(
+ BlockModel::Buffer &buf,
+ const glm::mat4 &transform,
+ BlockModel::Index idx_offset
+) const {
+ shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
+ buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
+}
+
void BlockType::FillOutlineModel(
OutlineModel &model,
const glm::vec3 &pos_offset,