chunk meshes uhh something something
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3 changed files with 4 additions and 6652 deletions
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@ -4,7 +4,7 @@
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.version = "0.0.0",
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.dependencies = .{
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.znoise = .{ .path = "zig-gamedev/libs/znoise" },
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.znoise = .{ .path = "znoise" },
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.raylib = .{ .path = "raylib" },
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},
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@ -62,10 +62,10 @@ pub fn UploadChunkMesh(mesh: ChunkMesh, dynamic: bool) void {
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}
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raylib.rlDisableVertexArray();
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}
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pub fn UpdateMeshBuffer(mesh: ChunkMesh, index: i32, data: ?*const anyopaque, dataSize: i32, offset: i32) void {
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pub fn UpdateChunkMeshBuffer(mesh: ChunkMesh, index: i32, data: ?*const anyopaque, dataSize: i32, offset: i32) void {
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raylib.rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset);
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}
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pub export fn UnloadMesh(mesh: ChunkMesh) void {
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pub fn UnloadChunkMesh(mesh: ChunkMesh) void {
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raylib.rlUnloadVertexArray(mesh.vaoId);
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if (mesh.vboId != null) {
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for (0..MAX_VBOS) |i| {
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@ -79,7 +79,7 @@ pub export fn UnloadMesh(mesh: ChunkMesh) void {
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raylib.MemFree(mesh.texcoords2);
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raylib.MemFree(mesh.normals);
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}
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pub fn DrawMesh(mesh: ChunkMesh, material: raylib.Material, transform: raylib.Matrix) void {
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pub fn DrawChunkMesh(mesh: ChunkMesh, material: raylib.Material, transform: raylib.Matrix) void {
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raylib.rlEnableShader(material.shader.id);
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if (material.shader.locs[raylib.SHADER_LOC_COLOR_DIFFUSE] != -1) {
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const values: [4]f32 = [4]f32{
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