Texturing code + some other changes
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@@ -4,9 +4,6 @@
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#include "MapBlock.h"
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#include <GL/glut.h>
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class NodeRenderer
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{
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public:
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@@ -26,96 +23,96 @@ class NodeRenderer
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// Front
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if(nodeManager.isAir(x, y, z - 1))
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{
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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}
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// Back
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if(nodeManager.isAir(x, y, z + 1))
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{
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glColor3f(.0F, 1.0F, 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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}
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// Right
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if(nodeManager.isAir(x + 1, y, z))
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{
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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glColor3f(.0F, 1.0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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}
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// Left
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if(nodeManager.isAir(x - 1, y, z))
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{
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, .0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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}
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// Bottom
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if(nodeManager.getNodeAt(x, y - 1, z) == 0)
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{
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + .0F, z + .0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + .0F, z + 1.0F);
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glColor3f(1.0F, 1.0F, .0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
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}
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// Top
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if(nodeManager.getNodeAt(x, y + 1, z) == 0)
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{
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(.0F, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(1.0F, .0F);
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glVertex3f(x + .0F, y + 1.0F, z + .0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(1.0F, 1.0F);
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glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
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glColor3f(.0F, .0F, 1.0F);
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glTexCoord2f(.0F, 1.0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
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}
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