}
-void BlockType::FillEntityModel(
- EntityModel::Buffer &buf,
+void BlockType::FillEntityMesh(
+ EntityMesh::Buffer &buf,
const glm::mat4 &transform,
- EntityModel::Index idx_offset
+ EntityMesh::Index idx_offset
) const noexcept {
shape->Vertices(buf, transform, texture, idx_offset);
buf.hsl_mods.insert(buf.hsl_mods.end(), shape->VertexCount(), hsl_mod);
buf.rgb_mods.insert(buf.rgb_mods.end(), shape->VertexCount(), rgb_mod);
}
-void BlockType::FillBlockModel(
- BlockModel::Buffer &buf,
+void BlockType::FillBlockMesh(
+ BlockMesh::Buffer &buf,
const glm::mat4 &transform,
- BlockModel::Index idx_offset
+ BlockMesh::Index idx_offset
) const noexcept {
shape->Vertices(buf, transform, texture, idx_offset);
buf.hsl_mods.insert(buf.hsl_mods.end(), shape->VertexCount(), hsl_mod);
buf.rgb_mods.insert(buf.rgb_mods.end(), shape->VertexCount(), rgb_mod);
}
-void BlockType::FillOutlineModel(OutlineModel::Buffer &buf) const noexcept {
+void BlockType::FillOutlineMesh(OutlineMesh::Buffer &buf) const noexcept {
shape->Outline(buf);
buf.colors.insert(buf.colors.end(), shape->OutlineCount(), outline_color);
}