}
-void ChunkRenderer::LoadTextures(const Assets &assets, const TextureIndex &tex_index) {
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &tex_index) {
block_tex.Bind();
- assets.LoadTextures(tex_index, block_tex);
+ loader.LoadTextures(tex_index, block_tex);
block_tex.FilterNearest();
}