Fix seeing the near clip plane on low render distances
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@@ -145,15 +145,17 @@ public class RenderUtil
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*/
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public static Mat4f createLodProjectionMatrix(Mat4f mcProjMat, float partialTicks)
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{
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// in James' testing a near clip plane distance of 2 blocks is enough to allow the fragment
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// culling to take effect instead of seeing the near clip plane.
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float nearClipDist = 2f; //MC_RENDER.getRenderDistance() * LodUtil.CHUNK_WIDTH / 4.0f; //getNearClipPlaneDistanceInBlocks(partialTicks);
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int farPlaneDistanceInBlocks = RenderUtil.getFarClipPlaneDistanceInBlocks();
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float farClipDist = (float) ((farPlaneDistanceInBlocks + LodUtil.REGION_WIDTH) * Math.sqrt(2));
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// Create a copy of the current matrix, so it won't be modified.
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Mat4f lodProj = mcProjMat.copy();
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// Set new far and near clip plane values.
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lodProj.setClipPlanes(16f, farClipDist);
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lodProj.setClipPlanes(nearClipDist, farClipDist);
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return lodProj;
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}
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@@ -224,7 +226,7 @@ public class RenderUtil
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}
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}
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// modify the based on the player's FOV
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// modify based on the player's FOV
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double fov = MC_RENDER.getFov(partialTicks);
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double aspectRatio = (double) MC_RENDER.getScreenWidth() / MC_RENDER.getScreenHeight();
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