RenderEngine:run("textures")
RenderEngine:run("window")
+RenderEngine.cube_vertices = RenderEngine:run("cube_vertices")
RenderEngine.Mesh = RenderEngine:run("mesh")
+RenderEngine.ChunkMesh = RenderEngine:run("chunk_mesh")
RenderEngine.camera = RenderEngine:run("camera")
function RenderEngine:init()
end)
end
-function RenderEngine:render_loop()
+function RenderEngine:render_loop(is_only_task)
self.last_time = glfw.get_time()
repeat
self:render()
- --coroutine.yield()
+ if not is_only_task then
+ coroutine.yield()
+ end
until glfw.window_should_close(self.window)
+ os.exit()
end
function RenderEngine:update_projection_matrix()
gl.use_program(self.shaders)
- RenderEngine:update_view_matrix()
+ self:update_view_matrix()
for _, mesh in ipairs(self.Mesh.list) do
mesh:render(dtime)