Fix an offset issue and remove fog related TODO

This commit is contained in:
James Seibel
2021-02-13 16:56:06 -06:00
parent 2bc7b4d1dc
commit 4237971f8d
2 changed files with 8 additions and 12 deletions
@@ -81,7 +81,7 @@ public class BuildBufferThread implements Callable<ByteBuffer>
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
// be hidden with careful use of fog)
int middle = (numbChunksWide / 2) - 1;
int middle = (numbChunksWide / 2);
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
{
continue;
@@ -221,7 +221,7 @@ public class LodRenderer
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
// be hidden with careful use of fog)
int middle = (numbChunksWide / 2) - 1;
int middle = (numbChunksWide / 2);
if (RenderUtil.isCoordinateInLoadedArea(i, j, middle))
{
continue;
@@ -461,15 +461,14 @@ public class LodRenderer
GlStateManager.disableFog();
return;
}
// the multipliers are percentages
// of the regular view distance.
// TODO have fog change based on height
// when higher up have it end up farther away
// (to hide the boarders of the LODs)
// TODO add the ability to change the fogDistanceMode
// in the mod settings
if(fogMode == FogDistanceMode.NEAR)
{
// the multipliers are percentages
// of the normal view distance.
// the reason that I wrote fogEnd then fogStart backwards
// is because we are using fog backwards to how
// it is normally used, with it hiding near objects
@@ -478,7 +477,7 @@ public class LodRenderer
if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
{
GlStateManager.setFogEnd(farPlaneDistance * 2.0f);
GlStateManager.setFogStart(farPlaneDistance * 2.25f);
GlStateManager.setFogStart(farPlaneDistance * 2.5f);
}
else //if(fogType == FogType.FAST)
{
@@ -492,9 +491,6 @@ public class LodRenderer
}
else //if(fogMode == FogMode.FAR) or Both
{
// the multipliers are percentages of
// the LOD view distance.
if (fogQuality == FogQuality.FANCY || fogQuality == FogQuality.UNKNOWN)
{
GlStateManager.setFogStart(farPlaneDistance * 0.5f * VIEW_DISTANCE_MULTIPLIER / 2.0f);