mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-17 11:35:08 -04:00
First pass of optimising isometric block drawing.
This commit is contained in:
parent
21e8a34b36
commit
e9ea36a03c
@ -7,17 +7,25 @@ using OpenTK;
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namespace ClassicalSharp {
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public static class IsometricBlockDrawer {
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public sealed class IsometricBlockDrawer {
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static BlockInfo info;
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static ModelCache cache;
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static IGraphicsApi api;
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static TerrainAtlas1D atlas;
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static int index;
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static float scale;
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static Vector3 minBB, maxBB;
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Game game;
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TerrainAtlas1D atlas;
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int index;
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float scale;
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Vector3 minBB, maxBB;
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const float invElemSize = TerrainAtlas2D.invElementSize;
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static bool fullBright;
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bool fullBright;
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VertexP3fT2fC4b[] vertices;
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int vb;
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public void BeginBatch( Game game, VertexP3fT2fC4b[] vertices, int vb ) {
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this.game = game;
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lastIndex = -1;
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index = 0;
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this.vertices = vertices;
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this.vb = vb;
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}
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static FastColour colNormal, colXSide, colZSide, colYBottom;
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static float cosX, sinX, cosY, sinY;
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@ -31,19 +39,14 @@ namespace ClassicalSharp {
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sinY = (float)Math.Sin( -45f * Utils.Deg2Rad );
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}
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public static void Draw( Game game, byte block, float size, float x, float y ) {
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info = game.BlockInfo;
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cache = game.ModelCache;
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public void DrawBatch( byte block, float size, float x, float y ) {
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BlockInfo info = game.BlockInfo;
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atlas = game.TerrainAtlas1D;
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minBB = info.MinBB[block];
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maxBB = info.MaxBB[block];
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fullBright = info.FullBright[block];
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if( info.IsSprite[block] ) {
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minBB = Vector3.Zero; maxBB = Vector3.One;
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}
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if( info.IsSprite[block] ) { minBB = Vector3.Zero; maxBB = Vector3.One; }
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if( info.IsAir[block] ) return;
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index = 0;
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api = game.Graphics;
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// isometric coords size: cosY * -scale - sinY * scale
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// we need to divide by (2 * cosY), as the calling function expects size to be in pixels.
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@ -64,22 +67,23 @@ namespace ClassicalSharp {
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ZQuad( block, Make( minBB.Z ), Side.Back );
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YQuad( block, Make( maxBB.Y ), Side.Top );
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}
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}
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public void EndBatch() {
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if( index == 0 ) return;
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if( atlas.TexIds[texIndex] != lastTexId ) {
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lastTexId = atlas.TexIds[texIndex];
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api.BindTexture( lastTexId );
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}
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for( int i = 0; i < index; i++ )
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TransformVertex( ref cache.vertices[i] );
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api.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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if( texIndex != lastIndex )
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game.Graphics.BindTexture( atlas.TexIds[texIndex] );
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game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles,
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vb, vertices, index, index * 6 / 4 );
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index = 0;
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lastIndex = -1;
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}
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static Vector3 pos = Vector3.Zero;
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static void YQuad( byte block, float y, int side ) {
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int texLoc = info.GetTextureLoc( block, side );
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void YQuad( byte block, float y, int side ) {
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int texLoc = game.BlockInfo.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
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FlushIfNotSame();
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if( lastIndex != texIndex ) Flush();
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FastColour col = colNormal;
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float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
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@ -87,16 +91,20 @@ namespace ClassicalSharp {
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rec.V1 = vOrigin + minBB.Z * atlas.invElementSize;
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rec.V2 = vOrigin + maxBB.Z * atlas.invElementSize * (15.99f/16f);
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( minBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( minBB.Z ), rec.U1, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( maxBB.Z ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( maxBB.Z ), rec.U2, rec.V1, col );
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vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( minBB.Z ), rec.U2, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( minBB.Z ), rec.U1, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), y, Make( maxBB.Z ), rec.U1, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), y, Make( maxBB.Z ), rec.U2, rec.V1, col );
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Transform( ref vertices[index] );
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}
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static void ZQuad( byte block, float z, int side ) {
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int texLoc = info.GetTextureLoc( block, side );
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void ZQuad( byte block, float z, int side ) {
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int texLoc = game.BlockInfo.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
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FlushIfNotSame();
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if( lastIndex != texIndex ) Flush();
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FastColour col = fullBright ? colNormal : colZSide;
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float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
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@ -104,16 +112,20 @@ namespace ClassicalSharp {
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rec.V1 = vOrigin + (1 - minBB.Y) * atlas.invElementSize;
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rec.V2 = vOrigin + (1 - maxBB.Y) * atlas.invElementSize * (15.99f/16f);
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), Make( maxBB.Y ), z, rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( minBB.X ), Make( minBB.Y ), z, rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( minBB.Y ), z, rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( maxBB.Y ), z, rec.U1, rec.V2, col );
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vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), Make( maxBB.Y ), z, rec.U2, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( minBB.X ), Make( minBB.Y ), z, rec.U2, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( minBB.Y ), z, rec.U1, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( maxBB.X ), Make( maxBB.Y ), z, rec.U1, rec.V2, col );
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Transform( ref vertices[index] );
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}
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static void XQuad( byte block, float x, int side ) {
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int texLoc = info.GetTextureLoc( block, side );
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void XQuad( byte block, float x, int side ) {
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int texLoc = game.BlockInfo.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
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FlushIfNotSame();
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if( lastIndex != texIndex ) Flush();
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FastColour col = fullBright ? colNormal : colXSide;
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float vOrigin = (texLoc % atlas.elementsPerAtlas1D) * atlas.invElementSize;
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@ -121,61 +133,68 @@ namespace ClassicalSharp {
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rec.V1 = vOrigin + (1 - minBB.Y) * atlas.invElementSize;
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rec.V2 = vOrigin + (1 - maxBB.Y) * atlas.invElementSize * (15.99f/16f);
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cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( minBB.Z ), rec.U2, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( minBB.Z ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( maxBB.Z ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( maxBB.Z ), rec.U1, rec.V2, col );
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vertices[index] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( minBB.Z ), rec.U2, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( minBB.Z ), rec.U2, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( x, Make( minBB.Y ), Make( maxBB.Z ), rec.U1, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( x, Make( maxBB.Y ), Make( maxBB.Z ), rec.U1, rec.V2, col );
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Transform( ref vertices[index] );
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}
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static void SpriteZQuad( byte block, int side, bool firstPart ) {
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int texLoc = info.GetTextureLoc( block, side );
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void SpriteZQuad( byte block, int side, bool firstPart ) {
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int texLoc = game.BlockInfo.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
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FlushIfNotSame();
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if( lastIndex != texIndex ) Flush();
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FastColour col = colNormal;
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float x1 = firstPart ? -0.1f : 0.5f, x2 = firstPart ? 0.5f : 1.1f;
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rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( x1 ), Make( 0.0f ), Make( 0.5f ), rec.U1, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( x1 ), Make( 1.1f ), Make( 0.5f ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( x2 ), Make( 1.1f ), Make( 0.5f ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( x2 ), Make( 0.0f ), Make( 0.5f ), rec.U2, rec.V2, col );
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vertices[index] = new VertexP3fT2fC4b( Make( x1 ), Make( 0.0f ), Make( 0.5f ), rec.U1, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( x1 ), Make( 1.1f ), Make( 0.5f ), rec.U1, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( x2 ), Make( 1.1f ), Make( 0.5f ), rec.U2, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( x2 ), Make( 0.0f ), Make( 0.5f ), rec.U2, rec.V2, col );
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Transform( ref vertices[index] );
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}
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static void SpriteXQuad( byte block, int side, bool firstPart ) {
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int texLoc = info.GetTextureLoc( block, side );
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void SpriteXQuad( byte block, int side, bool firstPart ) {
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int texLoc = game.BlockInfo.GetTextureLoc( block, side );
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TextureRec rec = atlas.GetTexRec( texLoc, 1, out texIndex );
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FlushIfNotSame();
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if( lastIndex != texIndex ) Flush();
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FastColour col = colNormal;
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float z1 = firstPart ? -0.1f : 0.5f, z2 = firstPart ? 0.5f : 1.1f;
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rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f/16f);
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z1 ), rec.U1, rec.V2, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z1 ), rec.U1, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z2 ), rec.U2, rec.V1, col );
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cache.vertices[index++] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z2 ), rec.U2, rec.V2, col );
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vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z1 ), rec.U1, rec.V2, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z1 ), rec.U1, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 1.1f ), Make( z2 ), rec.U2, rec.V1, col );
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Transform( ref vertices[index] );
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vertices[index] = new VertexP3fT2fC4b( Make( 0.5f ), Make( 0.0f ), Make( z2 ), rec.U2, rec.V2, col );
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Transform( ref vertices[index] );
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}
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static float Make( float value ) { return scale - (scale * value * 2); }
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float Make( float value ) { return scale - (scale * value * 2); }
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internal static int lastTexId, texIndex;
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static void FlushIfNotSame() {
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int texId = atlas.TexIds[texIndex];
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if( texId == lastTexId ) return;
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if( lastTexId != -1 ) {
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for( int i = 0; i < index; i++ )
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TransformVertex( ref cache.vertices[i] );
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api.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb,
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cache.vertices, index, index * 6 / 4 );
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int lastIndex, texIndex;
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void Flush() {
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if( lastIndex != -1 ) {
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game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles,
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vb, vertices, index, index * 6 / 4 );
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index = 0;
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}
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lastTexId = texId;
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api.BindTexture( texId );
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lastIndex = texIndex;
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game.Graphics.BindTexture( atlas.TexIds[texIndex] );
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}
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static void TransformVertex( ref VertexP3fT2fC4b v ) {
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void Transform( ref VertexP3fT2fC4b v ) {
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v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
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//Vector3 p = new Vector3( v.X, v.Y, v.Z ) + pos;
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//p = Utils.RotateY( p - pos, time ) + pos;
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@ -185,6 +204,7 @@ namespace ClassicalSharp {
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v.X -= 0.5f; v.Y -= 0.5f;
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float t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
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t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
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index++;
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}
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}
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}
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@ -20,6 +20,7 @@ namespace ClassicalSharp.Gui {
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float selBlockExpand;
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readonly Font font;
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StringBuffer buffer = new StringBuffer( 128 );
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IsometricBlockDrawer drawer = new IsometricBlockDrawer();
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int TableX { get { return startX - 5 - 10; } }
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int TableY { get { return startY - 5 - 30; } }
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@ -28,6 +29,9 @@ namespace ClassicalSharp.Gui {
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static FastColour normBackCol = new FastColour( 30, 30, 30, 200 );
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static FastColour classicBackCol = new FastColour( 48, 48, 96, 192 );
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static VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[8 * 10 * (4 * 4)];
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int vb;
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public override void Render( double delta ) {
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FastColour backCol = game.ClassicMode ? classicBackCol : normBackCol;
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api.Draw2DQuad( TableX, TableY, TableWidth, TableHeight, backCol );
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@ -36,24 +40,24 @@ namespace ClassicalSharp.Gui {
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api.Texturing = true;
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api.SetBatchFormat( VertexFormat.P3fT2fC4b );
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IsometricBlockDrawer.lastTexId = -1;
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drawer.BeginBatch( game, vertices, vb );
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for( int i = 0; i < blocksTable.Length; i++ ) {
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int x, y;
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if( !GetCoords( i, out x, out y ) ) continue;
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// We want to always draw the selected block on top of others
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if( i == selIndex ) continue;
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IsometricBlockDrawer.Draw( game, (byte)blocksTable[i], blockSize * 0.7f / 2f,
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x + blockSize / 2, y + blockSize / 2 );
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drawer.DrawBatch( (byte)blocksTable[i], blockSize * 0.7f / 2f,
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x + blockSize / 2, y + blockSize / 2 );
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}
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if( selIndex != -1 ) {
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int x, y;
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GetCoords( selIndex, out x, out y );
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IsometricBlockDrawer.lastTexId = -1;
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IsometricBlockDrawer.Draw( game, (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
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x + blockSize / 2, y + blockSize / 2 );
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drawer.DrawBatch( (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
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x + blockSize / 2, y + blockSize / 2 );
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}
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drawer.EndBatch();
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if( blockInfoTexture.IsValid )
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blockInfoTexture.Render( api );
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@ -84,6 +88,7 @@ namespace ClassicalSharp.Gui {
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public override void Dispose() {
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font.Dispose();
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api.DeleteTexture( ref blockInfoTexture );
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api.DeleteDynamicVb( vb );
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game.Events.BlockPermissionsChanged -= BlockPermissionsChanged;
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game.Keyboard.KeyRepeat = false;
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}
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@ -103,6 +108,7 @@ namespace ClassicalSharp.Gui {
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blockSize = (int)(50 * Math.Sqrt(game.GuiInventoryScale));
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selBlockExpand = (float)(25 * Math.Sqrt(game.GuiInventoryScale));
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game.Events.BlockPermissionsChanged += BlockPermissionsChanged;
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vb = game.Graphics.CreateDynamicVb( VertexFormat.P3fT2fC4b, vertices.Length );
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RecreateBlockTable();
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SetBlockTo( game.Inventory.HeldBlock );
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@ -132,7 +138,7 @@ namespace ClassicalSharp.Gui {
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RecreateBlockInfoTexture();
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}
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void UpdateBlockInfoString( Block block ) {
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void UpdateBlockInfoString( Block block ) {
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int index = 0;
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buffer.Clear();
|
||||
buffer.Append( ref index, "&f" );
|
||||
@ -191,7 +197,7 @@ namespace ClassicalSharp.Gui {
|
||||
|
||||
bool ShowTile( int tile ) {
|
||||
bool hackBlocks = !game.ClassicMode || game.ClassicHacks;
|
||||
if( !hackBlocks && (tile == (byte)Block.Bedrock ||
|
||||
if( !hackBlocks && (tile == (byte)Block.Bedrock ||
|
||||
tile >= (byte)Block.Water && tile <= (byte)Block.StillLava) )
|
||||
return false;
|
||||
return tile < BlockInfo.CpeBlocksCount || game.BlockInfo.Name[tile] != "Invalid";
|
||||
|
@ -18,6 +18,7 @@ namespace ClassicalSharp.Gui {
|
||||
Texture selTex, backTex;
|
||||
float barHeight, selBlockSize, elemSize;
|
||||
float barXOffset, borderSize;
|
||||
IsometricBlockDrawer drawer = new IsometricBlockDrawer();
|
||||
|
||||
public override void Init() {
|
||||
float scale = 2 * game.GuiHotbarScale;
|
||||
@ -39,7 +40,8 @@ namespace ClassicalSharp.Gui {
|
||||
public override void Render( double delta ) {
|
||||
api.Texturing = true;
|
||||
RenderHotbar();
|
||||
IsometricBlockDrawer.lastTexId = -1;
|
||||
Model.ModelCache cache = game.ModelCache;
|
||||
drawer.BeginBatch( game, cache.vertices, cache.vb );
|
||||
|
||||
for( int i = 0; i < hotbarCount; i++ ) {
|
||||
byte block = (byte)game.Inventory.Hotbar[i];
|
||||
@ -47,8 +49,9 @@ namespace ClassicalSharp.Gui {
|
||||
int y = (int)(game.Height - barHeight / 2);
|
||||
|
||||
float scale = (elemSize * 13.5f/16f) / 2f;
|
||||
IsometricBlockDrawer.Draw( game, block, scale, x, y );
|
||||
drawer.DrawBatch( block, scale, x, y );
|
||||
}
|
||||
drawer.EndBatch();
|
||||
api.Texturing = false;
|
||||
}
|
||||
|
||||
|
@ -36,7 +36,7 @@ namespace ClassicalSharp.Singleplayer {
|
||||
game.LocalPlayer.SkinName );
|
||||
|
||||
game.Events.RaiseBlockPermissionsChanged();
|
||||
int seed = new Random().Next();
|
||||
int seed = new Random(200).Next();
|
||||
GenMap( 128, 64, 128, seed, new NotchyGenerator() );
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user