<commit_before>﻿using System;
using System.Collections.Generic;
using System.Linq;
using Alex.Graphics.Items;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Alex.Rendering
{
    public class World
    {
        public World()
        {
            ChunkManager = new ObjectManager();
		    //TerrainGenerator = new DefaultTerrainGenerator("lol");
            Logging.Info("Generating chunks...");
			//GenerateChunks(GetSpawnPoint(), (int)Game.RenderDistance);
        }

        public ObjectManager ChunkManager { get; private set; }

        internal int Vertices
        {
            get { return ChunkManager.Vertices; }
        }

        internal int ChunkCount
        {
            get { return ChunkManager.Chunks.Count; }
        }

        public void ResetChunks()
        {
            ChunkManager.Chunks.Clear();
        }

        public void Render()
        {
            Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            Game.GraphicsDevice.BlendState = BlendState.AlphaBlend;
            Game.GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;


            ChunkManager.Draw(Game.GraphicsDevice);
        }

        public Vector3 GetSpawnPoint()
        {
            return Vector3.Zero;
        }

	    public bool IsSolid(Vector3 location)<commit_msg>No need for alphablend there<commit_after>﻿using System;
using System.Collections.Generic;
using System.Linq;
using Alex.Graphics.Items;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Alex.Rendering
{
    public class World
    {
        public World()
        {
            ChunkManager = new ObjectManager();
        }

        public ObjectManager ChunkManager { get; private set; }

        internal int Vertices
        {
            get { return ChunkManager.Vertices; }
        }

        internal int ChunkCount
        {
            get { return ChunkManager.Chunks.Count; }
        }

        public void ResetChunks()
        {
            ChunkManager.Chunks.Clear();
        }

        public void Render()
        {
            Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            Game.GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;

            ChunkManager.Draw(Game.GraphicsDevice);
        }

        public Vector3 GetSpawnPoint()
        {
            return Vector3.Zero;
        }

	    public bool IsSolid(Vector3 location)
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{'dir': 'git-commits-cleaned', 'id': '4524861', 'n_tokens_mistral': 672, 'n_tokens_neox': 646, 'n_words': 134}