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