update readme and remove a debug

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0x01FE 2025-11-19 22:06:57 -06:00
parent 57d749f09b
commit de39d10776
3 changed files with 7 additions and 1 deletions

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@ -47,3 +47,9 @@ It took me a couple of days to fix the ray casting. I forgot that my mesh is off
Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool! Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool!
![The camera, sitting atop a built platform, overlooking another "Hi" built from stone](.attachments/physics.png) ![The camera, sitting atop a built platform, overlooking another "Hi" built from stone](.attachments/physics.png)
## 0.8.0 : Data Structure Redo - 11/19/25
Final part of the blog post tutorial. Changing the data structure of the Chunk's to store voxels in a 1d array instead of a HashMap.
![Hi written on a dirt plane in stone.](.attachments/data-structure-redo.png)

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@ -43,7 +43,7 @@ void Mesh::init() {
void Mesh::uploadData(const std::vector<float> &vboData, const std::vector<unsigned int> &eboData) { void Mesh::uploadData(const std::vector<float> &vboData, const std::vector<unsigned int> &eboData) {
m_indexCount = eboData.size(); m_indexCount = eboData.size();
std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl; // std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl;
// Bind VAO first, then upload buffer data // Bind VAO first, then upload buffer data
glBindVertexArray(m_VAO); glBindVertexArray(m_VAO);