couple more warnings

This commit is contained in:
cola98765
2021-11-30 12:05:05 +01:00
parent 4843027e43
commit 806a1e99db
13 changed files with 28 additions and 57 deletions
@@ -385,7 +385,7 @@ public class LodBufferBuilderFactory
// We render every vertical lod present in this position
// We only stop when we find a block that is void or non existing block
// We only stop when we find a block that is void or non-existing block
long data;
for (int verticalIndex = 0; verticalIndex < lodDim.getMaxVerticalData(detailLevel, posX, posZ); verticalIndex++)
{
@@ -406,7 +406,7 @@ public class LodBufferBuilderFactory
//We extract the data to render
data = lodDim.getData(detailLevel, posX, posZ, verticalIndex);
//If the data is not renderable (Void or non existing) we stop since there is no data left in this position
//If the data is not renderable (Void or non-existing) we stop since there is no data left in this position
if (DataPointUtil.isVoid(data) || !DataPointUtil.doesItExist(data))
break;
@@ -800,7 +800,7 @@ public class LodBufferBuilderFactory
lodDim.setRegenRegionBufferByArrayIndex(x, z, false);
// upload buffers over a extended period of time
// upload buffers over an extended period of time
// to hopefully prevent stuttering.
if (uploadTimeoutInMS != 0)
Thread.sleep(uploadTimeoutInMS);
@@ -811,7 +811,7 @@ public class LodBufferBuilderFactory
}
// make sure all of the uploads finish before continuing
GL45.glClientWaitSync(fence, GL45.GL_SYNC_FLUSH_COMMANDS_BIT, 5 * 1000000000); // wait up to 5 seconds
GL45.glClientWaitSync(fence, GL45.GL_SYNC_FLUSH_COMMANDS_BIT, 5L * 1000000000); // wait up to 5 seconds
}
catch (Exception e)
{
@@ -56,7 +56,7 @@ import com.seibel.lod.core.wrapperInterfaces.world.IWorldWrapper;
* @author James Seibel
* @version 10-22-2021
*/
public class LodBuilder
@SuppressWarnings("GrazieInspection") public class LodBuilder
{
private static final IMinecraftWrapper MC = SingletonHandler.get(IMinecraftWrapper.class);
private static final IBlockColorSingletonWrapper BLOCK_COLOR = SingletonHandler.get(IBlockColorSingletonWrapper.class);
@@ -109,6 +109,7 @@ public class LodBuilder
Thread thread = new Thread(() ->
{
//noinspection GrazieInspection
try
{
// we need a loaded client world in order to
@@ -84,7 +84,7 @@ public class LodGenWorker
// to queue up a bunch of generation requests,
// because MC's internal server (as of 1.16.5) only
// responds with a single thread. And we don't
// want to cause more lag then necessary or queue up
// want to cause more lag than necessary or queue up
// requests that may end up being unneeded.
thread.run();
}
@@ -374,7 +374,7 @@ public class Box
adjDepth.get(lodDirection)[0] = minY;
adjHeight.get(lodDirection)[1] = VOID_FACE;
adjDepth.get(lodDirection)[1] = VOID_FACE;
skyLights.get(lodDirection)[0] = 15; //in void set full sky light
skyLights.get(lodDirection)[0] = 15; //in void set full skylight
continue;
}
@@ -161,41 +161,11 @@ public class Mat4f
@Override
public String toString()
{
StringBuilder stringbuilder = new StringBuilder();
stringbuilder.append("Matrix4f:\n");
stringbuilder.append(this.m00);
stringbuilder.append(" ");
stringbuilder.append(this.m01);
stringbuilder.append(" ");
stringbuilder.append(this.m02);
stringbuilder.append(" ");
stringbuilder.append(this.m03);
stringbuilder.append("\n");
stringbuilder.append(this.m10);
stringbuilder.append(" ");
stringbuilder.append(this.m11);
stringbuilder.append(" ");
stringbuilder.append(this.m12);
stringbuilder.append(" ");
stringbuilder.append(this.m13);
stringbuilder.append("\n");
stringbuilder.append(this.m20);
stringbuilder.append(" ");
stringbuilder.append(this.m21);
stringbuilder.append(" ");
stringbuilder.append(this.m22);
stringbuilder.append(" ");
stringbuilder.append(this.m23);
stringbuilder.append("\n");
stringbuilder.append(this.m30);
stringbuilder.append(" ");
stringbuilder.append(this.m31);
stringbuilder.append(" ");
stringbuilder.append(this.m32);
stringbuilder.append(" ");
stringbuilder.append(this.m33);
stringbuilder.append("\n");
return stringbuilder.toString();
return "Matrix4f:\n" +
this.m00 + " " + this.m01 + " " + this.m02 + " " + this.m03 + "\n" +
this.m10 + " " + this.m11 + " " + this.m12 + " " + this.m13 + "\n" +
this.m20 + " " + this.m21 + " " + this.m22 + " " + this.m23 + "\n" +
this.m30 + " " + this.m31 + " " + this.m32 + " " + this.m33 + "\n";
}
@@ -97,9 +97,9 @@ public class LodBufferBuilder
int j = i + roundUp(vertexSizeInBytes);
//LOGGER.debug("Needed to grow BufferBuilder buffer: Old size {} bytes, new size {} bytes.", i, j);
ByteBuffer bytebuffer = allocateByteBuffer(j);
((Buffer) this.buffer).position(0);
this.buffer.position(0);
bytebuffer.put(this.buffer);
((Buffer) bytebuffer).rewind();
bytebuffer.rewind();
this.buffer = bytebuffer;
}
}
@@ -272,7 +272,7 @@ public class LodBufferBuilder
this.switchFormat(LodVertexFormat);
this.currentElement = LodVertexFormat.getElements().get(0);
this.elementIndex = 0;
((Buffer) this.buffer).clear();
this.buffer.clear();
}
}
@@ -438,9 +438,9 @@ public class LodBufferBuilder
public ByteBuffer getCleanedByteBuffer()
{
LodBufferBuilder.DrawState bufferbuilder$drawstate = this.vertexCounts.get(this.lastRenderedCountIndex++);
((Buffer) this.buffer).position(this.totalUploadedBytes);
this.buffer.position(this.totalUploadedBytes);
this.totalUploadedBytes += bufferbuilder$drawstate.vertexCount() * bufferbuilder$drawstate.format().getVertexSize();
((Buffer) this.buffer).limit(this.totalUploadedBytes);
this.buffer.limit(this.totalUploadedBytes);
if (this.lastRenderedCountIndex == this.vertexCounts.size() && this.vertices == 0)
{
this.clear();
@@ -448,7 +448,7 @@ public class LodBufferBuilder
ByteBuffer bytebuffer = this.buffer.slice();
bytebuffer.order(this.buffer.order()); // FORGE: Fix incorrect byte order
((Buffer) this.buffer).clear();
this.buffer.clear();
return bytebuffer; // the original method also returned bufferbuilder$drawstate
}
@@ -533,7 +533,7 @@ public class LodBufferBuilder
public void putBulkData(ByteBuffer buffer)
{
ensureCapacity(buffer.limit() + this.format.getVertexSize());
((Buffer) this.buffer).position(this.vertices * this.format.getVertexSize());
this.buffer.position(this.vertices * this.format.getVertexSize());
this.buffer.put(buffer);
this.vertices += buffer.limit() / this.format.getVertexSize();
this.nextElementByte += buffer.limit();
@@ -380,7 +380,7 @@ public class GLProxy
// make sure this is a legacy OpenGL context
if (minecraftGlCapabilities.glFogf != 0)
{
// glFogf should only have a address if the current OpenGL
// glFogf should only have an address if the current OpenGL
// context can call it, and it should only be able to call it in
// legacy OpenGL contexts; since it is disabled in Modern
// OpenGL.
@@ -100,7 +100,7 @@ public class LodShader
}
/**
* Compiles the shader and checks it's status afterwards.
* Compiles the shader and checks its status afterwards.
* @throws Exception if the shader fails to compile
*/
public void compile() throws Exception
@@ -143,7 +143,7 @@ public class LodShaderProgram
}
/**
* Gets the location of an uniform variable with specified name.
* Gets the location of a uniform variable with specified name.
* Calls GL20.glGetUniformLocation(id, name)
*
* @param name Uniform name
@@ -22,7 +22,7 @@ package com.seibel.lod.core.wrapperInterfaces.block;
import com.seibel.lod.core.enums.LodDirection;
/**
* BlockPos needs to be abstract instead of a interfaces
* BlockPos needs to be abstract instead of an interfaces
* so that we can define its constructors.
*
* @author James Seibel
@@ -23,7 +23,7 @@ import com.seibel.lod.core.wrapperInterfaces.block.AbstractBlockPosWrapper;
/**
* This is abstract instead of a interface so
* This is abstract instead of an interface, so
* we can define its constructors.
*
* @author James Seibel
@@ -46,8 +46,8 @@ public interface IWorldWrapper
boolean hasSkyLight();
// Pls dont use this
// If the world is null then this cant be called and gives an error
// Pls don't use this
// If the world is null then this can't be called and gives an error
boolean isEmpty();
int getHeight();
@@ -29,7 +29,7 @@ import com.seibel.lod.core.wrapperInterfaces.world.IWorldWrapper;
* This is used for generating chunks
* in a variety of detail and threading levels.
* <p>
* Abstract instead of a interface so
* Abstract instead of an interface, so
* we can define its constructors.
*
* @author James Seibel