namespace blank {
-class Assets;
+class AssetLoader;
class TextureIndex;
class Viewport;
class World;
/// render_distance in chunks, excluding the base chunk which is always rendered
ChunkRenderer(World &, int render_distance);
- void LoadTextures(const Assets &, const TextureIndex &);
+ void LoadTextures(const AssetLoader &, const TextureIndex &);
void FogDensity(float d) noexcept { fog_density = d; }
bool InRange(const Chunk::Pos &) const noexcept;