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3 commits

Author SHA1 Message Date
Gered 8b2c7452fa add a bounding volume to TileChunkMesh and check this against the frustum when rendering
This is to ensure that we still render chunks when they contain tile
meshes which may be bigger then the 1x1x1 unit size and could then
potentially cause the chunk mesh bounds to be larger then the chunk
tile grid bounds.
2013-07-16 18:35:06 -04:00
Gered 4a881184fb TileMesh now uses completely "client-side" storage of vertex data
Since TileMesh objects are not rendered directly, using a Mesh object
to store their vertices is a bit of a waste since on GL 2.0+ libgdx
uses a VBO for each Mesh
2013-07-16 11:10:40 -04:00
Gered 382da2985f initial commit
This is a _mostly_ working port of my original C++ code. Some parts
aren't too optimized yet and some stuff may actually not work. But it's
_mostly_ there. :)
2013-07-15 19:13:30 -04:00