feat: 4x4 atlas with TileCoord-based UVs and grass faces
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@@ -9,8 +9,8 @@ public sealed class GrassBlock : IBlock
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public TileCoord GetTextureTile(BlockFace face) => face switch
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public TileCoord GetTextureTile(BlockFace face) => face switch
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{
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{
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BlockFace.Top => new(0, 1), // grass top
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BlockFace.Top => new TileCoord(0, 1), // grass top
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BlockFace.Bottom => new(0, 0), // dirt
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BlockFace.Bottom => new TileCoord(0, 0), // dirt
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_ => new(1, 1) // grass side
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_ => new TileCoord(1, 1) // grass side
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};
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};
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}
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}
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5
World/Blocks/TileCoord.cs
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5
World/Blocks/TileCoord.cs
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@@ -0,0 +1,5 @@
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namespace VoxelEngine.World.Blocks;
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// Position of a tile within the texture atlas, in tile units.
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// Origin (0,0) is the top-left tile; X increases right, Y increases down.
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public readonly record struct TileCoord(int X, int Y);
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