src/inc/chunk.hpp
void render_chunk_water(chunk* the_chunk)
{
	if (the_chunk->water_target_size_in_floats > 0)
	{
		// Bind the water_target_vao to the current state.

		glBindVertexArray(the_chunk->water_target_vao);

		// Draw the water vertex array object as an array of triangles.

		glDrawArrays(GL_TRIANGLES, 0, the_chunk->water_target_size_in_floats / 7);

		// Unbind the water_target_vao from the current state.

		glBindVertexArray(0);
	}
}
// Render a chunk*'s water vertex array.
Render a chunk*'s water vertex array.
Render a chunk * ' s water vertex array .
void render_chunk_water(chunk* the_chunk)
{
	if (the_chunk->water_target_size_in_floats > 0)
	{
		glBindVertexArray(the_chunk->water_target_vao);
		glDrawArrays(GL_TRIANGLES, 0, the_chunk->water_target_size_in_floats / 7);
		glBindVertexArray(0);
	}
}
void render_chunk_water ( chunk * the_chunk ) { if ( the_chunk -> water_target_size_in_floats > 0 ) { glBindVertexArray ( the_chunk -> water_target_vao ) ; glDrawArrays ( GL_TRIANGLES , 0 , the_chunk -> water_target_size_in_floats / 7 ) ; glBindVertexArray ( 0 ) ; } }
Render a chunk*'s water vertex array.
Render a chunk * ' s water vertex array .
// Bind the water_target_vao to the current state. // Draw the water vertex array object as an array of triangles. // Unbind the water_target_vao from the current state.