Start removing the old LOD objects
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@@ -113,12 +113,12 @@ public class LodBufferBuilder
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// this seemingly useless math is required,
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// just using (int) playerX/Z doesn't work
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int playerXChunkOffset = ((int) playerX / LodChunk.WIDTH) * LodChunk.WIDTH;
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int playerZChunkOffset = ((int) playerZ / LodChunk.WIDTH) * LodChunk.WIDTH;
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int playerXChunkOffset = ((int) playerX / LodUtil.CHUNK_WIDTH) * LodUtil.CHUNK_WIDTH;
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int playerZChunkOffset = ((int) playerZ / LodUtil.CHUNK_WIDTH) * LodUtil.CHUNK_WIDTH;
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// this is where we will start drawing squares
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// (exactly half the total width)
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int startX = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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int startX = (-LodUtil.CHUNK_WIDTH * (numbChunksWide / 2)) + playerXChunkOffset;
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int startZ = (-LodUtil.CHUNK_WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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Thread thread = new Thread(()->
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@@ -132,7 +132,7 @@ public class LodBufferBuilder
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// we can top it off from the reserve
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ChunkPos[] chunksToGenReserve = new ChunkPos[maxChunkGenRequests];
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int minChunkDist = Integer.MAX_VALUE;
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ChunkPos playerChunkPos = new ChunkPos((int)playerX / LodChunk.WIDTH, (int)playerZ / LodChunk.WIDTH);
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ChunkPos playerChunkPos = new ChunkPos((int)playerX / LodUtil.CHUNK_WIDTH, (int)playerZ / LodUtil.CHUNK_WIDTH);
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// generate our new buildable buffers
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@@ -147,8 +147,8 @@ public class LodBufferBuilder
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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int chunkX = i + (startX / LodUtil.CHUNK_WIDTH);
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int chunkZ = j + (startZ / LodUtil.CHUNK_WIDTH);
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// skip any chunks that Minecraft is going to render
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if(isCoordInCenterArea(i, j, (numbChunksWide / 2))
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@@ -157,14 +157,14 @@ public class LodBufferBuilder
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continue;
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}
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LodDetail detail = LodConfig.CLIENT.lodDetail.get();
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LodDetail detail = LodConfig.CLIENT.maxDrawDetail.get();
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// set where this square will be drawn in the world
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double xOffset = (LodChunk.WIDTH * i) + // offset by the number of LOD blocks
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double xOffset = (LodUtil.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; //detail.offset; // truncation(?) correction
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ + 8;//detail.offset;
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double zOffset = (LodUtil.CHUNK_WIDTH * j) + startZ + 8;//detail.offset;
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LodChunk lod = lodDim.getLodFromCoordinates(chunkX, chunkZ);
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