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inline SingleChunkMesh::addVertex
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@ -38,8 +38,7 @@ class SingleChunkMesh(context: RenderContext, initialCacheSize: Int, onDemand: B
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)
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)
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}
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}
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fun addVertex(x: Float, y: Float, z: Float, u: Float, v: Float, shaderTextureId: Float, lightTint: Float) {
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inline fun addVertex(x: Float, y: Float, z: Float, u: Float, v: Float, shaderTextureId: Float, lightTint: Float) {
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data.ensureSize(WorldMeshStruct.FLOATS_PER_VERTEX)
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data.add(
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data.add(
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x, y, z,
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x, y, z,
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u, v,
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u, v,
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@ -51,6 +51,7 @@ class BakedFace(
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val mesh = mesh.mesh(texture)
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val mesh = mesh.mesh(texture)
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mesh.data.ensureSize(SingleChunkMesh.WorldMeshStruct.FLOATS_PER_VERTEX * (mesh.order.size / 2))
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var index = 0
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var index = 0
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val size = mesh.order.size
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val size = mesh.order.size
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