Fixed bug on incorrect walls for overdraw prevention thingy
This commit is contained in:
+2
-2
@@ -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))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user