world_shader: Shader;
font: Font;
player: Player;
+
+ fog_color :: Vector3.{ 0.6, 0.6, 0.6 };
}
world: ^World;
}
draw :: () {
- glClearColor(.7, .7, .9, 1);
+ // glClearColor(.7, .7, .9, 1);
// glClearColor(0.1, 0.1, 0.1, 1);
+ glClearColor(fog_color.x, fog_color.y, fog_color.z, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader_use(world_shader);
- shader_set_uniform(world_shader, #cstr "u_fog_color", Vector3.{ 0.7, 0.7, 0.9 });
+ shader_set_uniform(world_shader, #cstr "u_fog_color", fog_color);
shader_set_uniform(world_shader, #cstr "u_texture", 0);
world_draw(world);
memory.alloc_slice(^world.chunks, sl * sl * sl);
memory.fill_slice(world.chunks, null);
- for x: (world.center_chunk.x-world.chunk_dist) .. world.center_chunk.x+world.chunk_dist+1
- do for y: (world.center_chunk.y-world.chunk_dist) .. world.center_chunk.y+world.chunk_dist+1
- do for z: (world.center_chunk.z-world.chunk_dist) .. world.center_chunk.z+world.chunk_dist+1 {
- world.chunks_to_load << .{x, y, z};
- }
-
return world;
}