Skip to content
This repository was archived by the owner on Aug 3, 2023. It is now read-only.

Commit bf8d363

Browse files
committed
-Slabs can have seperate top and bottom textures
-Fixed OpenGL version check
1 parent 21d1e30 commit bf8d363

File tree

2 files changed

+9
-3
lines changed

2 files changed

+9
-3
lines changed

Program.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -54,7 +54,7 @@ static void Main(string[] args)
5454
Console.ReadKey(true);
5555
Environment.Exit(2);
5656
}
57-
else if (int.TryParse(version.Split(' ')[0].Split('.')[1], out int subVer) && mainVer >= 4 && subVer < 5) {
57+
else if (int.TryParse(version.Split(' ')[0].Split('.')[1], out int subVer) && mainVer == 4 && subVer < 5) {
5858
Console.WriteLine("OpenGL version to low. Press any key to exit...");
5959
Console.ReadKey(true);
6060
Environment.Exit(2);

World.cs

Lines changed: 8 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -638,12 +638,18 @@ public static class World
638638

639639
for (int p = 0; p < 6; p++) {
640640
uint firstVertIndex = (uint)vertices.Count;
641-
if (p == 2 || p == 3) { // top, bottom
641+
if (p == 2) { // top
642642
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 0]] + offset, VoxelData.voxelUvs[0], texTop));
643643
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 1]] + offset, VoxelData.voxelUvs[1], texTop));
644644
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 2]] + offset, VoxelData.voxelUvs[2], texTop));
645645
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 3]] + offset, VoxelData.voxelUvs[3], texTop));
646-
} else {
646+
} else if (p == 3) { // bottom
647+
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 0]] + offset, VoxelData.voxelUvs[0], texBottom));
648+
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 1]] + offset, VoxelData.voxelUvs[1], texBottom));
649+
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 2]] + offset, VoxelData.voxelUvs[2], texBottom));
650+
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 3]] + offset, VoxelData.voxelUvs[3], texBottom));
651+
}
652+
else {
647653
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 0]] + offset, uvs[0], texSide));
648654
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 1]] + offset, uvs[1], texSide));
649655
vertices.Add(new Vertex(pos + verts[VoxelData.voxelTris[p, 2]] + offset, uvs[2], texSide));

0 commit comments

Comments
 (0)