Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var (
RenderRadius = flag.Int("r", 16, "render radius")
)
Functions ¶
Types ¶
type Chunk ¶
type Chunk struct {
// contains filtered or unexported fields
}
func (*Chunk) RangeBlocks ¶
func (c *Chunk) RangeBlocks(f func(id Vec3, w *Block))
type ChunkAction ¶
type ChunkAction struct {
// contains filtered or unexported fields
}
type ChunkRenderer ¶
type ChunkRenderer struct {
// contains filtered or unexported fields
}
func NewChunkRenderer ¶
func NewChunkRenderer(ctx *ctx.Context) (*ChunkRenderer, error)
func (*ChunkRenderer) DirtyChunk ¶
func (r *ChunkRenderer) DirtyChunk(id Vec3)
DirtyChunk marks the chunk (by Vec3) as dirty (changed)
func (*ChunkRenderer) Get2dMat ¶
func (r *ChunkRenderer) Get2dMat() mgl32.Mat4
func (*ChunkRenderer) Get3dMat ¶
func (r *ChunkRenderer) Get3dMat() mgl32.Mat4
func (*ChunkRenderer) Render ¶
func (r *ChunkRenderer) Render()
Render will render all chunks and HUD block items to screen
func (*ChunkRenderer) State ¶
func (r *ChunkRenderer) State() state.State
func (*ChunkRenderer) UpdateLoop ¶
func (r *ChunkRenderer) UpdateLoop()
UpdateLoop runs a loop for updating meshcache whenever a signal is received on the sigch (signal channel)
Source Files ¶
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