re-enable aabb
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@@ -1,6 +1,5 @@
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package com.seibel.distanthorizons.core.pos;
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import com.seibel.distanthorizons.coreapi.util.math.Mat4f;
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import org.joml.FrustumIntersection;
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import org.joml.Matrix4f;
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import org.joml.Matrix4fc;
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@@ -36,9 +35,9 @@ public class DhFrustumBounds
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Vector3f lodMin = new Vector3f(lodPosX, worldMinY, lodPosZ);
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Vector3f lodMax = new Vector3f(lodPosX + lodSize, worldMaxY, lodPosZ + lodSize);
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//if (lodMax.x < this.boundsMin.x || lodMin.x > this.boundsMax.x) return false;
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//if (lodMax.z < this.boundsMin.z || lodMin.z > this.boundsMax.z) return false;
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//if (this.worldMaxY < this.boundsMin.y || this.worldMinY > this.boundsMax.y) return false;
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if (lodMax.x < this.boundsMin.x || lodMin.x > this.boundsMax.x) return false;
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if (lodMax.z < this.boundsMin.z || lodMin.z > this.boundsMax.z) return false;
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if (this.worldMaxY < this.boundsMin.y || this.worldMinY > this.boundsMax.y) return false;
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return frustum.testAab(lodMin, lodMax);
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}
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@@ -332,7 +332,7 @@ public class LodRenderer
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if (renderingFirstPass)
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{
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Vec3f viewDir = this.getLookVector();
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Vec3f viewDir = MC_RENDER.getLookAtVector();
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Vec3d viewPos = MC_RENDER.getCameraExactPosition();
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// TODO: find proper way to get view matrix, this breaks when perfectly up/down
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@@ -340,6 +340,8 @@ public class LodRenderer
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.setTransposed(projectionMatrix.getValuesAsArray())
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.lookAlong(viewDir.x, viewDir.y, viewDir.z, 0f, 1f, 0f)
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.translate(-(float)viewPos.x, -(float)viewPos.y, -(float)viewPos.z);
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// TODO: will also need a diff matrix for iris shadow pass!
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this.bufferHandler.buildRenderListAndUpdateSections(clientLevelWrapper, matViewProjection, viewDir);
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