<commit_before>﻿using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Graphics;
using OpenTK.Input;
using SimpleScene;

namespace Example2DTileGame
{
    class SSMap : SSObject
    {
        // Variables
        //-------------------------------------------------------------------------------------------
        static int arrayW = 50;
        static int arrayH = 50;
        float[,] mapHeight = new float[arrayW, arrayH];
        public float MAX_HEIGHT = 60.0f;
        float squareWidth = 4;

        // 1st value = Key
        // 2nd value = Value
        Dictionary<Vector3, List<Vector3>> positionToNormalList = new Dictionary<Vector3, List<Vector3>>();

        Vector3 p0;
        Vector3 p1;
        Vector3 p2;
        Vector3 p3;
        Vector3 middle;

        List<VertexData> groundMesh_Lines = new List<VertexData>(); // List to hold the vectors
        List<VertexData> groundMesh_Tri = new List<VertexData>(); // List to hold vectors of triangles
        List<Vector3> avgNormalList = new List<Vector3>(); // List of avgeraged normals

        struct VertexData
        {
            public Vector3 Pos;
            public Color4 Color;
            public Vector3 triangleFaceNormal;
            public Vector3 averageNormal;

            public VertexData(Vector3 pos, Color4 color, Vector3 normal)
            {
                this.Pos = pos;
                this.Color = color;
                this.triangleFaceNormal = normal;
                this.averageNormal = new Vector3(0, 0, 0);
            }<commit_msg>there should be no class-level avgNormalList<commit_after>﻿using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using OpenTK.Graphics;
using OpenTK.Input;
using SimpleScene;

namespace Example2DTileGame
{
    class SSMap : SSObject
    {
        // Variables
        //-------------------------------------------------------------------------------------------
        static int arrayW = 50;
        static int arrayH = 50;
        float[,] mapHeight = new float[arrayW, arrayH];
        public float MAX_HEIGHT = 60.0f;
        float squareWidth = 4;

        // 1st value = Key
        // 2nd value = Value
        Dictionary<Vector3, List<Vector3>> positionToNormalList = new Dictionary<Vector3, List<Vector3>>();

        Vector3 p0;
        Vector3 p1;
        Vector3 p2;
        Vector3 p3;
        Vector3 middle;

        List<VertexData> groundMesh_Lines = new List<VertexData>(); // List to hold the vectors
        List<VertexData> groundMesh_Tri = new List<VertexData>(); // List to hold vectors of triangles

        struct VertexData
        {
            public Vector3 Pos;
            public Color4 Color;
            public Vector3 triangleFaceNormal;
            public Vector3 averageNormal;

            public VertexData(Vector3 pos, Color4 color, Vector3 normal)
            {
                this.Pos = pos;
                this.Color = color;
                this.triangleFaceNormal = normal;
                this.averageNormal = new Vector3(0, 0, 0);
            }
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