namespace {
const Block::Face face_map[Block::FACE_COUNT * Block::TURN_COUNT][Block::FACE_COUNT] = {
- { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_FRONT, Block::FACE_BACK, }, // face: up, turn: none x
+ { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_FRONT, Block::FACE_BACK, }, // face: up, turn: none
{ Block::FACE_UP, Block::FACE_DOWN, Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_LEFT, Block::FACE_RIGHT, }, // face: up, turn: left
{ Block::FACE_UP, Block::FACE_DOWN, Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_BACK, Block::FACE_FRONT, }, // face: up, turn: around
{ Block::FACE_UP, Block::FACE_DOWN, Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_RIGHT, Block::FACE_LEFT, }, // face: up, turn: right
const glm::mat4 &transform,
BlockModel::Index idx_offset
) const {
- shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
+ shape->Vertices(buf.vertices, buf.indices, transform, idx_offset);
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}