void Chunk::CompleteMesh() { m_renderer->FinishMesh(m_meshId); UpdateEmptyFlag(); ClearMeshCache(); m_state = ChunkState::Idle; }
void Chunk::CompleteMesh() { m_pRenderer->FinishMesh(-1, m_pChunkManager->GetChunkMaterialID(), m_pMesh); UpdateEmptyFlag(); m_isRebuildingMesh = false; }