#include "BlockModel.hpp"
#include "EntityModel.hpp"
#include "OutlineModel.hpp"
+#include "SkyBoxModel.hpp"
#include <glm/glm.hpp>
float tex_offset = 0.0f,
BlockModel::Index idx_offset = 0
) const;
+ void Vertices(
+ SkyBoxModel::Buffer &out
+ ) const;
/// the number of vertices this shape's outline has
size_t OutlineCount() const { return out_pos.size(); }
/// the number of vertex indices this shape's outline has
size_t OutlineIndexCount() const { return out_idx.size(); }
- /// fill given buffers with this shape's outline's elements with
- /// an optional offset
- void Outline(
- OutlineModel::Buffer &out,
- const OutlineModel::Position &offset = { 0.0f, 0.0f, 0.0f },
- OutlineModel::Index idx_offset = 0
- ) const;
+ /// fill given buffers with this shape's outline's elements
+ void Outline(OutlineModel::Buffer &out) const;
/// Check if given ray would pass though this shape if it were
/// transformed with given matrix.