namespace blank {
const BlockType BlockType::DEFAULT;
-const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }});
+const NullShape BlockType::DEFAULT_SHAPE;
void BlockType::FillVBO(
const glm::vec3 &pos,
int Chunk::VertexCount() const {
- // TODO: query blocks as soon as type shapes are implemented
int count = 0;
for (const auto &block : blocks) {
count += block.type->shape->VertexCount();
model.Reserve(VertexCount());
for (size_t i = 0; i < Size(); ++i) {
- if (blocks[i].type->visible) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
+ blocks[i].type->FillModel(ToCoords(i), model);
}
model.Invalidate();