comment about LOD only depth issue
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@@ -203,6 +203,9 @@ public class RenderUtil
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int chunkRenderDistance = MC_RENDER.getRenderDistance();
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int chunkRenderDistance = MC_RENDER.getRenderDistance();
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int vanillaBlockRenderedDistance = chunkRenderDistance * LodUtil.CHUNK_WIDTH;
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int vanillaBlockRenderedDistance = chunkRenderDistance * LodUtil.CHUNK_WIDTH;
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// Note: setting this to a number lower than 1.0 (ie 1 block)
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// can cause distant clouds to flash due to depth buffer precision loss.
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// This is not an issue when using Reverse Z depth.
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float nearClipPlane;
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float nearClipPlane;
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if (Config.Client.Advanced.Debugging.lodOnlyMode.get())
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if (Config.Client.Advanced.Debugging.lodOnlyMode.get())
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{
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{
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