Small fix to the index of vanillaRenderedChunks
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@@ -232,7 +232,7 @@ public class LodBufferBuilder
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chunkZdist = posToRender.getChunkPosZ() - playerChunkPos.z;
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if(gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
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{
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if (renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance][chunkZdist + gameChunkRenderDistance])
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if (renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1])
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{
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continue;
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}
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@@ -252,6 +252,7 @@ public class LodBufferBuilder
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{
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short[] lodData = lodDim.getData(posToRender);
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short[][][] adjData = new short[2][2][];
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/**TODO The following two for are too complex*/
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for (int x : new int[]{0, 1})
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{
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posToRender.changeParameters(detailLevel, posX + x * 2 - 1, posZ);
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@@ -259,7 +260,7 @@ public class LodBufferBuilder
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chunkZdist = posToRender.getChunkPosZ() - playerChunkPos.z;
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if(gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
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{
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if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance][chunkZdist + gameChunkRenderDistance]
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if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance + 1]
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&& (nodeToRender.containsKey(posToRender) || disableFix))
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{
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adjData[0][x] = lodDim.getData(posToRender);
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@@ -280,7 +281,7 @@ public class LodBufferBuilder
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chunkZdist = posToRender.getChunkPosZ() - playerChunkPos.z;
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if(gameChunkRenderDistance >= Math.abs(chunkXdist) && gameChunkRenderDistance >= Math.abs(chunkZdist))
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{
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if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance][chunkZdist + gameChunkRenderDistance]
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if (!renderer.vanillaRenderedChunks[chunkXdist + gameChunkRenderDistance + 1][chunkZdist + gameChunkRenderDistance+ 1]
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&& (nodeToRender.containsKey(posToRender) || disableFix))
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{
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adjData[1][z] = lodDim.getData(posToRender);
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@@ -857,8 +857,8 @@ public class LodRenderer
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int chunkZ;
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for (ChunkPos pos : chunkPosToSkip)
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{
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chunkX = pos.x - mc.player.xChunk + renderDistance;
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chunkZ = pos.z - mc.player.zChunk + renderDistance;
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chunkX = pos.x - mc.player.xChunk + renderDistance + 1;
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chunkZ = pos.z - mc.player.zChunk + renderDistance + 1;
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if(!vanillaRenderedChunks[chunkX][chunkZ])
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{
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vanillaRenderedChunks[chunkX][chunkZ] = true;
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