function graphics:create_chunk_meshes(chunk)
for _, block in pairs(chunk.blocks) do
- self:create_block_mesh(block, true)
+ self:create_block_mesh(block, false)
end
end
end
function RenderEngine:update_projection_matrix()
- gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), self.window_width / self.window_height, 0.1, 100))
+ gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), self.window_width / self.window_height, 0.0001, 100))
end
function RenderEngine:update_view_matrix()