#include "BlockGravity.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/EntityMesh.hpp"
+#include "../graphics/glm.hpp"
#include "../graphics/PrimitiveMesh.hpp"
#include "../model/Shape.hpp"
-#include <glm/glm.hpp>
#include <limits>
#include <vector>
const Shape *shape;
std::vector<float> textures;
- glm::tvec3<unsigned char> hsl_mod;
- glm::tvec3<unsigned char> rgb_mod;
- glm::tvec3<unsigned char> outline_color;
+ TVEC3<unsigned char, glm::precision(0)> hsl_mod;
+ TVEC3<unsigned char, glm::precision(0)> rgb_mod;
+ TVEC3<unsigned char, glm::precision(0)> outline_color;
/// gravity configuration or null if not emitting gravity
std::unique_ptr<BlockGravity> gravity;