more refactoring. can now also render TileChunks separately

This commit is contained in:
Gered 2013-10-20 12:05:54 -04:00
parent 1514bddf14
commit 4b30f313b6

View file

@ -4,12 +4,14 @@ import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
public class TileMapRenderer {
public void render(ModelBatch modelBatch, Camera camera, TileMap tileMap) {
public void render(ModelBatch modelBatch, TileMap tileMap, Camera camera) {
TileChunk[] chunks = tileMap.chunks;
for (int i = 0; i < chunks.length; ++i) {
TileChunk chunk = chunks[i];
if (camera.frustum.boundsInFrustum(chunk.getMeshBounds()))
modelBatch.render(chunk);
}
for (int i = 0; i < chunks.length; ++i)
render(modelBatch, chunks[i], camera);
}
public void render(ModelBatch modelBatch, TileChunk chunk, Camera camera) {
if (camera.frustum.boundsInFrustum(chunk.getMeshBounds()))
modelBatch.render(chunk);
}
}