From e079b28e77f7f3040d6375de5a4c6ff32d618a84 Mon Sep 17 00:00:00 2001 From: James Seibel Date: Mon, 7 Apr 2025 06:56:53 -0500 Subject: [PATCH] maybe break n-sized rendering but fix LOD loading getting stuck --- .../com/seibel/distanthorizons/core/render/LodQuadTree.java | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/core/src/main/java/com/seibel/distanthorizons/core/render/LodQuadTree.java b/core/src/main/java/com/seibel/distanthorizons/core/render/LodQuadTree.java index f9ce4deb6..5d43aedda 100644 --- a/core/src/main/java/com/seibel/distanthorizons/core/render/LodQuadTree.java +++ b/core/src/main/java/com/seibel/distanthorizons/core/render/LodQuadTree.java @@ -399,9 +399,11 @@ public class LodQuadTree extends QuadTree implements IDebugRen // prepare this section for rendering if (!renderSection.gpuUploadInProgress() && renderSection.renderBuffer == null + // TODO this is commented out since some users reported LODs refusing to + // load at their expected higher-detail levels // this check is specifically for N-sized world generators where the higher quality // data source may not exist yet, this is done to prevent holes while waiting for said generator - && renderSection.getFullDataSourceExists() + //&& renderSection.getFullDataSourceExists() ) { nodesNeedingLoading.add(renderSection);