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