better system for texture terrain.

This commit is contained in:
Troispoils 2024-03-01 21:56:18 +01:00
parent 3aa6b5bc83
commit 443b3a319d
9 changed files with 120 additions and 69 deletions

View file

@ -70,7 +70,7 @@ namespace Map3DRendering {
}
}
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
int lenghPacket = 21;
int lenghPacket = 20;
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
int tempVertexArray = GL.GenVertexArray();
@ -112,10 +112,6 @@ namespace Map3DRendering {
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
GL.EnableVertexAttribArray(terraintypeLocation);
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType");
GL.EnableVertexAttribArray(realterraintypeLocation);
GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 20 * sizeof(float));
}
public void Render(Shader shader) {
for (int y = startY; y <= endY; y++) {