#include "Generator.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/BlockLighting.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/Viewport.hpp"
return index.MissingChunks();
}
-void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &tex_index) {
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
block_tex.Bind();
loader.LoadTextures(tex_index, block_tex);
block_tex.FilterNearest();