comment out the shadingMode config since it isn't currently used

This commit is contained in:
James Seibel
2021-09-24 07:59:26 -05:00
parent ccb2c601a6
commit 13abed4eb8
@@ -36,7 +36,6 @@ import com.seibel.lod.enums.GenerationPriority;
import com.seibel.lod.enums.HorizontalQuality;
import com.seibel.lod.enums.HorizontalResolution;
import com.seibel.lod.enums.LodTemplate;
import com.seibel.lod.enums.ShadingMode;
import com.seibel.lod.enums.VerticalQuality;
import net.minecraftforge.common.ForgeConfigSpec;
@@ -88,7 +87,7 @@ public class LodConfig
public ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
// public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
@@ -175,17 +174,17 @@ public class LodConfig
+ " (This may happen if you are using a camera mod) \n")
.define("disableDirectionalCulling", false);
shadingMode = builder
.comment("\n\n"
+ " What kind of shading should the LODs have? \n"
+ " \n"
+ " " + ShadingMode.NONE + " \n"
+ " " + "LODs will have the same lighting on every side. \n"
+ " " + "Can make large similarly colored areas hard to differentiate. \n"
+ "\n"
+ " " + ShadingMode.GAME_SHADING + " \n"
+ " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
.defineEnum("lightingMode", ShadingMode.GAME_SHADING);
// shadingMode = builder
// .comment("\n\n"
// + " What kind of shading should the LODs have? \n"
// + " \n"
// + " " + ShadingMode.NONE + " \n"
// + " " + "LODs will have the same lighting on every side. \n"
// + " " + "Can make large similarly colored areas hard to differentiate. \n"
// + "\n"
// + " " + ShadingMode.GAME_SHADING + " \n"
// + " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
// .defineEnum("lightingMode", ShadingMode.GAME_SHADING);
alwaysDrawAtMaxQuality = builder
.comment("\n\n"