UnknownShadow200
b9f404ad08
more work on abstracting lighting
2016-12-02 15:05:09 +11:00
UnknownShadow200
2986773b51
Abstract block lighting
2016-11-29 21:01:18 +11:00
UnknownShadow200
1aef52fab2
Use standard indentation for everything.
2016-11-27 14:47:09 +11:00
UnknownShadow200
89e0145571
Fix UV mapping for blocks. (Thanks goodlyay)
2016-09-04 00:09:24 +10:00
UnknownShadow200
a86d1233d0
Implement greedy meshing for advanced lighting backend.
...
Note this not 100% optimal, as it does not cover the case of a row of quads in half shadow (one side in shadow, other in sunlight). However, it performs greedy meshing when blocks are either fully in shadow or sunlight so this is much more optimal than before.
2016-07-12 22:31:19 +10:00
UnknownShadow200
d8fa0aeb1f
Slightly fix smooth lighting.
2016-07-12 14:38:16 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
cb07f2666d
Finish implementing normal and smooth-lighting subclasses for mesh builder.
2016-07-09 15:56:18 +10:00
UnknownShadow200
f39f83cd22
Start work on modularising mesh builder class, so we can support both normal and smooth lighting backends.
2016-07-09 15:30:39 +10:00