small fixes

This commit is contained in:
cola98765
2021-12-10 21:57:14 +01:00
parent 16621773af
commit 74a97dab0d
3 changed files with 5 additions and 14 deletions
@@ -213,8 +213,8 @@ public class LodBufferBuilderFactory
// round the player's block position down to the nearest chunk BlockPos
int playerChunkX = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerX,LodUtil.CHUNK_DETAIL_LEVEL);
int playerChunkZ = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerZ,LodUtil.CHUNK_DETAIL_LEVEL);
int playerRegionX = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerX,LodUtil.REGION_DETAIL_LEVEL);
int playerRegionZ = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerZ,LodUtil.REGION_DETAIL_LEVEL);
//int playerRegionX = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerX,LodUtil.REGION_DETAIL_LEVEL);
//int playerRegionZ = LevelPosUtil.convert(LodUtil.BLOCK_DETAIL_LEVEL,playerZ,LodUtil.REGION_DETAIL_LEVEL);
//long startTime = System.currentTimeMillis();
@@ -248,7 +248,7 @@ import com.seibel.lod.core.wrapperInterfaces.world.IWorldWrapper;
zAbs = chunk.getMinZ() + zRel;
//Calculate the height of the lod
yAbs = chunk.getMaxY(xRel, zRel); //DataPointUtil.WORLD_HEIGHT - DataPointUtil.VERTICAL_OFFSET + 1;
yAbs = DataPointUtil.WORLD_HEIGHT - DataPointUtil.VERTICAL_OFFSET + 1;
int count = 0;
boolean topBlock = true;
while (yAbs > 0)
@@ -374,24 +374,15 @@ public class LodRenderer
boolean renderBufferStorage = CONFIG.client().advanced().buffers().getGpuUploadMethod() == GpuUploadMethod.BUFFER_STORAGE && glProxy.bufferStorageSupported;
// where the center of the buffers is (needed when culling regions)
int vboCenterRegionPosX = vbosCenterX;
int vboCenterRegionPosZ = vbosCenterZ;
int vboPosX;
int vboPosZ;
// render each of the buffers
for (int x = 0; x < vbos.length; x++)
{
for (int z = 0; z < vbos.length; z++)
{
vboPosX = x + vboCenterRegionPosX - (lodDim.getWidth() / 2);
vboPosZ = z + vboCenterRegionPosZ - (lodDim.getWidth() / 2);
if (cullingDisabled || RenderUtil.isRegionInViewFrustum(MC_RENDER.getCameraBlockPosition(),
MC_RENDER.getLookAtVector(),
LodUtil.convertLevelPos(LodUtil.REGION_DETAIL_LEVEL, vboPosX, LodUtil.BLOCK_DETAIL_LEVEL),
LodUtil.convertLevelPos(LodUtil.REGION_DETAIL_LEVEL, vboPosZ, LodUtil.BLOCK_DETAIL_LEVEL)))
LodUtil.convertLevelPos(x + vbosCenterX - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL , LodUtil.BLOCK_DETAIL_LEVEL),
LodUtil.convertLevelPos(z + vbosCenterZ - (lodDim.getWidth() / 2), LodUtil.REGION_DETAIL_LEVEL, LodUtil.BLOCK_DETAIL_LEVEL)))
{
// fog may be different from region to region
applyFog(shaderProgram,