Minor changes
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@@ -7,22 +7,18 @@
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class NodeManager
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class MapBlock
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{
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public:
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int blockX;
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int blockZ;
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NodeManager()
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MapBlock()
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{
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}
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virtual ~NodeManager()
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{
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}
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void addNode(int id, int meta, int x, int y, int z)
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{
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@@ -36,7 +32,7 @@ class NodeManager
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int getNodeAt(int x, int y, int z)
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{
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return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 0;
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return x < 16 && z < 16 && x >= 0 && z >= 0 ? mapBlock[256 * y + z * 16 + x] : 1;
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}
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protected:
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@@ -48,7 +44,7 @@ class NodeManager
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class BlockManager
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{
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public:
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NodeManager mapBlocks[8][8]; // 8 x 8 blocks
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MapBlock mapBlocks[16][16]; // 8 x 8 blocks
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BlockManager()
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{
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@@ -21,6 +21,7 @@ class NodeRenderer
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
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glColor3f(1.0F, 1.0F, 1.0F);
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glBegin(GL_QUADS);
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// Front
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@@ -35,10 +36,13 @@ class NodeRenderer
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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, .0F, .8F);
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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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glColor3f(1.0F, 1.0F, 1.0F);
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// Back
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if(blockManager.mapBlocks[block.x][block.z].isAir(x - block.x * 16, y, z - block.z * 16 + 1))
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{
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@@ -39,7 +39,7 @@ class TextureHandler
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
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imageData1 = loadTexture("data/img/iron.png");
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imageData1 = loadTexture("data/img/oak.png");
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glGenTextures(1, &textures1);
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glBindTexture(GL_TEXTURE_2D, textures1);
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@@ -52,17 +52,16 @@ class TextureHandler
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void getTextureForNode(int x, int y, int z)
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{
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//if(nodeManager.getNodeAt(x, y, z) == 1)
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//{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 1)
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{
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glBindTexture(GL_TEXTURE_2D, textures);
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//}
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}
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//else if(nodeManager.getNodeAt(x, y, z) == 2)
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//{
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//glBindTexture(GL_TEXTURE_2D, textures1);
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//}
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else if(blockManager.mapBlocks[block.x][block.z].getNodeAt(x - block.x * 16, y, z - block.z * 16) == 2)
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{
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glBindTexture(GL_TEXTURE_2D, textures1);
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}
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}
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