21 std::lock_guard<std::mutex> lock_faces(
mutex_faces);
27 std::vector<Face> faces_data(
faces.begin(),
faces.end());
28 face_number =
static_cast<unsigned int>(faces_data.size());
29 glBindBuffer(GL_ARRAY_BUFFER,
data_VBO);
30 glBufferData(GL_ARRAY_BUFFER,
sizeof(
Face) *
face_number, faces_data.data(), GL_DYNAMIC_DRAW);
31 glBindBuffer(GL_ARRAY_BUFFER, 0);
37 std::vector<Face> faces_data(
faces.begin(),
faces.end());
38 face_number =
static_cast<unsigned int>(faces_data.size());
39 glBindBuffer(GL_ARRAY_BUFFER,
data_VBO);
40 glBufferData(GL_ARRAY_BUFFER,
sizeof(
Face) *
face_number, faces_data.data(), GL_DYNAMIC_DRAW);
41 glBindBuffer(GL_ARRAY_BUFFER, 0);
void AddFace(const Face &f, const std::array< unsigned int, 2 > &texture_multipliers, const float offset_x, const float offset_y, const float offset_z)