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hopefully fix trans rendering bug
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parent
ec592951bc
commit
b596deeaed
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@ -76,7 +76,7 @@ pub fn draw_world(
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let world_position = position.as_vec3() * CHUNK_SIZE as f32;
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let world_position = position.as_vec3() * CHUNK_SIZE as f32;
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//Skip mesh if its empty
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//Skip mesh if its empty
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if mesh.index_buffer.len() == 0 {
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if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
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continue
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continue
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}
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}
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@ -90,19 +90,21 @@ pub fn draw_world(
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}
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}
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//Draw chunk mesh
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//Draw chunk mesh
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target.0.draw(
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if mesh.index_buffer.len() > 0 {
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&mesh.vertex_buffer,
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target.0.draw(
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&mesh.index_buffer,
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&mesh.vertex_buffer,
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&program.0,
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&mesh.index_buffer,
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&uniform! {
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&program.0,
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position_offset: world_position.to_array(),
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&uniform! {
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view: view,
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position_offset: world_position.to_array(),
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perspective: perspective,
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view: view,
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tex: texture_sampler,
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perspective: perspective,
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discard_alpha: true,
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tex: texture_sampler,
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},
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discard_alpha: true,
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&draw_parameters
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},
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).unwrap();
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&draw_parameters
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).unwrap();
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}
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if mesh.trans_index_buffer.len() > 0 {
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if mesh.trans_index_buffer.len() > 0 {
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enqueue_trans.push((chunk, mesh));
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enqueue_trans.push((chunk, mesh));
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