removed lodChunkRadiusMultiplier from proxy, config and renderer

This commit is contained in:
Leonardo
2021-08-22 16:46:55 +02:00
parent b52d7e4f20
commit 397573bc08
4 changed files with 16 additions and 36 deletions
@@ -203,7 +203,7 @@ public class LodRenderer
if ((int) player.getX() / LodUtil.CHUNK_WIDTH != prevChunkX ||
(int) player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
ClientProxy.previousChunkRenderDistance != mc.options.renderDistance ||
ClientProxy.previousLodMultiplierDistance != LodConfig.CLIENT.lodChunkRadiusMultiplier.get() ||
ClientProxy.previousLodRenderDistance != LodConfig.CLIENT.lodChunkRenderDistance.get() ||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
{
// yes
@@ -229,11 +229,10 @@ public class LodRenderer
// determine how far the game's render distance is currently set
//farPlaneBlockDistance = mc.options.renderDistance * LodUtil.CHUNK_WIDTH;
farPlaneBlockDistance = LodConfig.CLIENT.lodChunkRenderDistane.get() * LodUtil.CHUNK_WIDTH;
farPlaneBlockDistance = LodConfig.CLIENT.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
// set how how far the LODs will go
//int numbChunksWide = mc.options.renderDistance * 2 * LodConfig.CLIENT.lodChunkRadiusMultiplier.get();
int numbChunksWide =LodConfig.CLIENT.lodChunkRenderDistane.get() * 2;
int numbChunksWide =LodConfig.CLIENT.lodChunkRenderDistance.get() * 2;
// determine which LODs should not be rendered close to the player
HashSet<ChunkPos> chunkPosToSkip = getNearbyLodChunkPosToSkip(lodDim, player.blockPosition());
@@ -574,8 +573,8 @@ public class LodRenderer
// it is possible to see the near clip plane, but
// you have to be flying quickly in spectator mode through ungenerated
// terrain, so I don't think it is much of an issue.
LodConfig.CLIENT.lodChunkRadiusMultiplier.get(),
this.farPlaneBlockDistance * LodConfig.CLIENT.lodChunkRadiusMultiplier.get() * 2);
LodConfig.CLIENT.lodChunkRenderDistance.get() / mc.options.renderDistance,
mc.options.renderDistance * LodUtil.CHUNK_WIDTH * 2);
// add the screen space distortions
projectionMatrix.multiply(matrixStack.last().pose());