Renamed block_texture_name_to_layer to block_name_to_layer
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@@ -6,7 +6,7 @@
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// Generates a std::map that maps block texture names to layer indices in a 2D
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// texture array. Returns the OpenGL identifier of that 2D texture array.
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std::map<std::string, float> block_texture_name_to_layer;
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std::map<std::string, float> block_name_to_layer;
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GLuint load_block_texture_array()
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{
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@@ -78,7 +78,7 @@ GLuint load_block_texture_array()
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// Add to map.
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block_texture_name_to_layer.emplace(all_tex[i], float(i));
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block_name_to_layer.emplace(all_tex[i], float(i));
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}
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// Generate the texture array.
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12
src/main.cpp
12
src/main.cpp
@@ -230,17 +230,17 @@ int main(int argc, char** argv)
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// What is the layer number of each face?
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float layer_top = block_texture_name_to_layer.at("grass_top");
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float layer_top = block_name_to_layer.at("grass_top");
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float layer_bottom = block_texture_name_to_layer.at("dirt");
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float layer_bottom = block_name_to_layer.at("dirt");
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float layer_left = block_texture_name_to_layer.at("grass_side");
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float layer_left = block_name_to_layer.at("grass_side");
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float layer_right = block_texture_name_to_layer.at("grass_side");
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float layer_right = block_name_to_layer.at("grass_side");
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float layer_front = block_texture_name_to_layer.at("grass_side");
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float layer_front = block_name_to_layer.at("grass_side");
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float layer_back = block_texture_name_to_layer.at("grass_side");
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float layer_back = block_name_to_layer.at("grass_side");
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// What is the lighting value of each face?
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