Now using block_face_info to extract face information
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27
src/main.cpp
27
src/main.cpp
@@ -111,11 +111,18 @@ int main(int argc, char** argv)
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glFrontFace(GL_CW);
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// Load the block texture array.
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// Load the block texture array. The block texture array is an array of 2D
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// textures. There is one texture for each block texture in the game.
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GLuint block_texture_array = load_block_texture_array();
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// Load the block shader program.
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// Load the block face_info array. The block face_info array contains a
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// face_info* object for each block in the game.
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load_block_face_info_array();
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// Load the block shader program. The block shader program is used when
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// rendering blocks.
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GLuint block_shader_program = load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl");
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@@ -228,19 +235,23 @@ int main(int argc, char** argv)
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bool visible_back = true;
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// Which face_info* object does this cube utilize?
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face_info* cube_face_info = block_face_info[block_id((sdl_iteration / 60) % id_last)];
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// What is the layer number of each face?
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float layer_top = block_name_to_layer.at("grass_top");
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float layer_top = cube_face_info->l_top;
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float layer_bottom = block_name_to_layer.at("dirt");
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float layer_bottom = cube_face_info->l_bottom;
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float layer_left = block_name_to_layer.at("grass_side");
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float layer_left = cube_face_info->l_left;
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float layer_right = block_name_to_layer.at("grass_side");
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float layer_right = cube_face_info->l_right;
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float layer_front = block_name_to_layer.at("grass_side");
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float layer_front = cube_face_info->l_front;
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float layer_back = block_name_to_layer.at("grass_side");
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float layer_back = cube_face_info->l_back;
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// What is the lighting value of each face?
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