Remove a unneeded offset in LodNodeBufferBuilder

This commit is contained in:
James Seibel
2021-08-10 17:44:44 -05:00
parent 9ec3be8a48
commit 121676e661
@@ -21,11 +21,11 @@ import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import com.seibel.lod.enums.LodDetail;
import org.lwjgl.opengl.GL11;
import com.seibel.lod.builders.worldGeneration.LodNodeGenWorker;
import com.seibel.lod.enums.DistanceGenerationMode;
import com.seibel.lod.enums.LodDetail;
import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodQuadTreeDimension;
import com.seibel.lod.objects.LodQuadTreeNode;
@@ -172,11 +172,10 @@ public class LodNodeBufferBuilder
// set where this square will be drawn in the world
double xOffset = (LodQuadTreeNode.CHUNK_WIDTH * i) + // offset by the number of LOD blocks
startX + // offset so the center LOD block is centered underneath the player
8; // I'm not sure what this is correcting exactly but with it the chunks line up.
startX;
// 8 works for LODs the size of chunks
double yOffset = 0;
double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ + 8;
double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ;
LodQuadTreeNode lod = lodDim.getLodFromCoordinates(new ChunkPos(chunkX, chunkZ), LodQuadTreeNode.CHUNK_LEVEL);