switch shader variation from runtime-with-tags to dynamic with #ifdefs;
support making all definitions static so you can have multiple copies of file (with different #ifdefs); move all tables to end of file (this will have to be undone later because IIRC it's not compatible with C++ or with some compilers or something, but it'll make my life easier in the interim);
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@ -16,6 +16,14 @@
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//#define VHEIGHT_TEST
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//#define STBVOX_OPTIMIZED_VHEIGHT
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#define STBVOX_ICONFIG_OPENGL_3_1_COMPATIBILITY
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#define STBVOX_CONFIG_OPENGL_MODELVIEW
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#define STBVOX_ICONFIG_TEXTURED
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#define STBVOX_ICONFIG_GLSL
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#define STBVOX_CONFIG_PREFER_TEXBUFFER
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//#define STBVOX_CONFIG_LIGHTING_SIMPLE
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#define STBVOX_CONFIG_FOG_SMOOTHSTEP
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#define STBVOX_ROTATION_IN_LIGHTING
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#define STB_VOXEL_RENDER_IMPLEMENTATION
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#include "stb_voxel_render.h"
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@ -606,7 +614,6 @@ void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh
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map->block_tex1_face = minecraft_tex1_for_blocktype;
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map->block_color_face = minecraft_color_for_blocktype;
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map->block_geometry = minecraft_geom_for_blocktype;
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stbvox_config_set_z_precision(&rm->mm, 1);
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// we're going to build 4 meshes in parallel, each covering 2x2 chunks
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stbvox_reset_buffers(&rm->mm);
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