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