Fix indice order that skewed mesh
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@@ -23,8 +23,8 @@ Chunk_noise (Chunk *chunk, int xoffset, int yoffset)
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(void) xoffset; (void) yoffset;
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float val = sinf (x) + sinf (y);
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(void) val;
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chunk->heightmap[INDEX (x, y)] = val;
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chunk->materialmap[INDEX (x, y)] = (int) val;
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chunk->heightmap[INDEX (x, y)] = 0;
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chunk->materialmap[INDEX (x, y)] = rand () % 2;
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}
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}
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}
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@@ -62,9 +62,9 @@ ChunkMesh_from_Chunk_and_neighbors (Chunk *chunk, Chunk *nd, Chunk *nr, Chunk *n
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indices[i_i++] = i0;
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indices[i_i++] = i2;
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indices[i_i++] = i3;
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indices[i_i++] = i0;
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indices[i_i++] = i3;
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indices[i_i++] = i1;
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indices[i_i++] = i0;
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}
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}
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}
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@@ -214,6 +214,8 @@ SDL_AppIterate (void *appstate)
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program_set_mat4 (resources.programs[1], "view", view);
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program_set_mat4 (resources.programs[1], "projection", projection);
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ChunkMesh_render (&test_chunkmesh);
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glBindTexture (GL_TEXTURE_2D, 0);
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SDL_GL_SwapWindow (window);
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@@ -5,9 +5,8 @@ Resources resources;
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void
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Resources_add_program (const char *v_src, const char *f_src)
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{
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resources.programs_len++;
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resources.programs = realloc (resources.programs, sizeof (unsigned int) * resources.programs_len);
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resources.programs[resources.programs_len - 1] = program_create (v_src, f_src);
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resources.programs = realloc (resources.programs, sizeof (unsigned int) * resources.programs_len + 1);
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resources.programs[resources.programs_len++] = program_create (v_src, f_src);
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}
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void
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@@ -50,9 +49,8 @@ Resources_load_program (const char *v_path, const char *f_path)
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void
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Resources_add_texture (int width, int height, unsigned char *data)
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{
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resources.textures_len++;
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resources.textures = realloc (resources.textures, sizeof (unsigned int) * resources.textures_len);
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resources.textures[resources.textures_len - 1] = texture_create (width, height, data);
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resources.textures = realloc (resources.textures, sizeof (unsigned int) * resources.textures_len + 1);
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resources.textures[resources.textures_len++] = texture_create (width, height, data);
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}
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void
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