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Return empty mesh if blocky mesher doesnt find a type channel
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@ -129,7 +129,12 @@ Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector
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// | | )
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// | | )
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// \ | |
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// \ | |
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// \ /
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// \ /
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CRASH_COND(type_buffer == NULL);
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if (type_buffer == nullptr) {
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// No data to read, the channel is probably uniform
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// TODO This is an invalid behavior IF sending a full block of uniformly opaque cubes,
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// however not likely for terrains because with neighbor padding, such a case means no face would be generated anyways
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return Array();
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}
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//CRASH_COND(memarr_len(type_buffer) != buffer.get_volume() * sizeof(uint8_t));
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//CRASH_COND(memarr_len(type_buffer) != buffer.get_volume() * sizeof(uint8_t));
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@ -8,7 +8,7 @@
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#include <core/reference.h>
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#include <core/reference.h>
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#include <scene/resources/mesh.h>
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#include <scene/resources/mesh.h>
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// TODO Should be renamed VoxelMesherModel or something like that
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// TODO Should be renamed VoxelMesherBlocky or something like that
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class VoxelMesher : public Reference {
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class VoxelMesher : public Reference {
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GDCLASS(VoxelMesher, Reference)
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GDCLASS(VoxelMesher, Reference)
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