Searched refs:numChunkDepth (Results 1 – 2 of 2) sorted by relevance
58 numChunkDepth = gameMap->Depth() / GLMapChunk::Size; in GLMapRenderer()60 numChunks = numChunkWidth * numChunkHeight * numChunkDepth; in GLMapRenderer()66 chunks[i] = new GLMapChunk(this, gameMap, i / numChunkDepth / numChunkHeight, in GLMapRenderer()67 (i / numChunkDepth) % numChunkHeight, i % numChunkDepth); in GLMapRenderer()120 yy < numChunkHeight && zz < numChunkDepth) { in GameMapChanged()394 for (int z = std::max(cz, 0); z < numChunkDepth; z++) in DrawColumnDepth()402 for (int z = std::max(cz, 0); z < numChunkDepth; z++) in DrawColumnSunlight()412 for (int z = std::max(cz, 0); z < numChunkDepth; z++) in DrawColumnDLight()
61 int numChunkDepth, numChunks; variable64 return (x * numChunkHeight + y) * numChunkDepth + z; in GetChunkIndex()