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feat: wip implementation for passing chunk state fo wgpu layer #5125
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feat: wip implementation for passing chunk state fo wgpu layer #5125
pollend
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Signed-off-by: Michael Pollind <[email protected]>
…ses`. unitTests and integrationTests works now
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
Signed-off-by: Michael Pollind <[email protected]>
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Type: Improvement
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Jul 25, 2023
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Jul 25, 2023
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public void appendTo(ChunkMesh chunk, ChunkView chunkView, int offsetX, int offsetY, int offsetZ, | ||
ChunkMesh.RenderType renderType, Colorc colorOffset, ChunkVertexFlag flags) { |
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I don't think we need to pass in the RenderType. if we still want the enumeration for the type we can expose that as a free function.
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Type: Improvement
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Contains
Initial planned changes to support chunk meshes into the rust layer. At the moment I'll just stage the chunk meshes on the java side and pass it to wgpu to manage. I'll start with just filling out the position buffer and I'll add more back in as we construct the pipeline for the scene.
Was thinking about indirect rendering but that will be another challenge to approach later. The problem space would include a custom allocator to allocate everything to a single buffer to bind to the render pipeline.
there is this PR that is associated with this change: MovingBlocks/TeraRusty#8