diff --git a/game/voxelman/world/TVVoxelChunk.gd b/game/voxelman/world/TVVoxelChunk.gd index 3ba9e764..0562001c 100644 --- a/game/voxelman/world/TVVoxelChunk.gd +++ b/game/voxelman/world/TVVoxelChunk.gd @@ -207,45 +207,45 @@ func _build_phase(phase): bake_lights() set_physics_process_internal(true) return false - elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH: - for i in range(get_mesher_count()): - var mesher : VoxelMesher = get_mesher(i) - mesher.bake_colors(self) - - for i in range(get_mesher_count()): - var mesher : VoxelMesher = get_mesher(i) - mesher.set_library(library) - - if get_mesh_rid() == RID(): - allocate_main_mesh() - - var mesher : VoxelMesher = null - for i in range(get_mesher_count()): - var m : VoxelMesher = get_mesher(i) - - if mesher == null: - mesher = m - continue - - mesher.set_material(library.material) - mesher.add_mesher(m) - - VisualServer.mesh_clear(get_mesh_rid()) - - if mesher.get_vertex_count() == 0: - next_phase() - return true - - var arr : Array = mesher.build_mesh() - - VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr) - - if library.material != null: - VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.material.get_rid()) - - next_phase(); - - return true; +# elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH: +# for i in range(get_mesher_count()): +# var mesher : VoxelMesher = get_mesher(i) +# mesher.bake_colors(self) +# +# for i in range(get_mesher_count()): +# var mesher : VoxelMesher = get_mesher(i) +# mesher.set_library(library) +# +# if get_mesh_rid() == RID(): +# allocate_main_mesh() +# +# var mesher : VoxelMesher = null +# for i in range(get_mesher_count()): +# var m : VoxelMesher = get_mesher(i) +# +# if mesher == null: +# mesher = m +# continue +# +# mesher.set_material(library.material) +# mesher.add_mesher(m) +# +# VisualServer.mesh_clear(get_mesh_rid()) +# +# if mesher.get_vertex_count() == 0: +# next_phase() +# return true +# +# var arr : Array = mesher.build_mesh() +# +# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr) +# +# if library.material != null: +# VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.material.get_rid()) +# +# next_phase(); +# +# return true; elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH: set_physics_process_internal(true) return false