Fixed bug on incorrect walls for overdraw prevention thingy

This commit is contained in:
tom lee
2022-01-27 14:06:00 +08:00
parent 4f63fbb14d
commit 4bcb6c0acd
@@ -500,7 +500,7 @@ public class LodBufferBuilderFactory
// We avoid cases where the adjPosition is in player chunk while the position is not
// to always have a wall underwater
if(posToRender.contains(detailLevel, xAdj, zAdj)
//&& !isThisPositionGoingToBeRendered(detailLevel, xAdj, zAdj, playerChunkX, playerChunkZ, vanillaRenderedChunks, gameChunkRenderDistance)
&& !isThisPositionGoingToBeRendered(LevelPosUtil.getChunkPos(detailLevel, xAdj), LevelPosUtil.getChunkPos(detailLevel,zAdj))
&& !(posNotInPlayerChunk && adjPosInPlayerChunk))
{
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, xAdj, zAdj); verticalIndex++)
@@ -517,7 +517,7 @@ public class LodBufferBuilderFactory
adjData.get(lodDirection)[0] = DataPointUtil.EMPTY_DATA;
if ((//isThisPositionGoingToBeRendered(detailLevel, xAdj, zAdj, playerChunkX, playerChunkZ, vanillaRenderedChunks, gameChunkRenderDistance) ||
if ((isThisPositionGoingToBeRendered(LevelPosUtil.getChunkPos(detailLevel, xAdj), LevelPosUtil.getChunkPos(detailLevel,zAdj)) ||
(posNotInPlayerChunk && adjPosInPlayerChunk))
&& !DataPointUtil.isVoid(data))
{