remove unneeded fog calls in LodRenderer

This commit is contained in:
James Seibel
2021-11-20 16:30:28 -06:00
parent ec50e6d6ce
commit 1c2069b6cb
@@ -490,9 +490,6 @@ public class LodRenderer
GL15.glEnable(GL15.GL_FOG);
GL15.glFogi(GL15.GL_FOG_MODE, GL15.GL_LINEAR);
if (GlProxy.getInstance().fancyFogAvailable)
GL15.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, glFogDistanceMode);
}
/**
@@ -508,10 +505,6 @@ public class LodRenderer
GL15.glFogf(GL15.GL_FOG_END, defaultFogEndDist);
GL15.glFogi(GL15.GL_FOG_MODE, defaultFogMode);
// this setting is only valid if the GPU supports fancy fog
if (GlProxy.getInstance().fancyFogAvailable)
GL15.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, defaultFogDistance);
// disable fog if Minecraft wasn't rendering fog
// or we want it disabled
if (!fogSettings.vanillaIsRenderingFog
@@ -715,13 +708,6 @@ public class LodRenderer
}
// only use fancy fog if the user's GPU can deliver
if (!GlProxy.getInstance().fancyFogAvailable && quality == FogQuality.FANCY)
{
quality = FogQuality.FAST;
}
// how different distances are drawn depends on the quality set
switch (quality)
{