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Undo api change
1 parent 0b943bc commit e98934b

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Lines changed: 4 additions & 2 deletions

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src/framework/utils/quakemap.zig

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -692,7 +692,7 @@ pub const QuakeMap = struct {
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/// Builds meshes for the map, bucketed by materials
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pub fn buildWorldMeshes(self: *const QuakeMap, allocator: Allocator, transform: Mat4, materials: *std.StringHashMap(QuakeMaterial), fallback_material: ?*QuakeMaterial) !std.ArrayList(Mesh) {
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return try buildMeshesForEntity(&self.worldspawn, allocator, transform, materials, fallback_material);
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return try self.buildMeshesForEntity(&self.worldspawn, allocator, transform, materials, fallback_material);
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}
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/// Builds meshes for all entity solids - in a real scenario, you'll probably want to use buildMeshesForEntity instead
@@ -726,7 +726,9 @@ pub const QuakeMap = struct {
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}
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/// Builds meshes for a specific entity
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pub fn buildMeshesForEntity(entity: *const Entity, allocator: Allocator, transform: Mat4, materials: *std.StringHashMap(QuakeMaterial), fallback_material: ?*QuakeMaterial) !std.ArrayList(Mesh) {
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pub fn buildMeshesForEntity(self: *const QuakeMap, entity: *const Entity, allocator: Allocator, transform: Mat4, materials: *std.StringHashMap(QuakeMaterial), fallback_material: ?*QuakeMaterial) !std.ArrayList(Mesh) {
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_ = self;
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// Make our mesh buckets - we'll make a new mesh per material!
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var mesh_builders = std.StringHashMap(mesh.MeshBuilder).init(allocator);
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defer mesh_builders.deinit();

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