Update comments for many enums
This commit is contained in:
@@ -33,7 +33,6 @@ import com.seibel.lod.enums.DistanceQualityDropOff;
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import com.seibel.lod.enums.FogDistance;
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import com.seibel.lod.enums.FogDrawOverride;
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import com.seibel.lod.enums.GenerationPriority;
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import com.seibel.lod.enums.HorizontalQuality;
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import com.seibel.lod.enums.HorizontalResolution;
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import com.seibel.lod.enums.LodTemplate;
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import com.seibel.lod.enums.VerticalQuality;
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@@ -89,7 +88,7 @@ public class LodConfig
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// public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
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public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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// public ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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public ForgeConfigSpec.EnumValue<DetailDropOff> detailDropOff;
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@@ -135,13 +134,13 @@ public class LodConfig
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.comment("\n\n"
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+ " How smooth should the detail transition for LODs be? \n"
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+ DetailDropOff.BY_CHUNK + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.BY_REGION_FANCY + ": quality is determiend per-region (quality option)\n"
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+ DetailDropOff.BY_REGION_FAST + ": quality is determiend per-region (performance option)\n")
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+ DetailDropOff.BY_REGION_FANCY + ": quality is determined per-region (quality option)\n"
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+ DetailDropOff.BY_REGION_FAST + ": quality is determined per-region (performance option)\n")
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.defineEnum("detailDropOff", DetailDropOff.BY_CHUNK);
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drawResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be drawn at? \n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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@@ -149,13 +148,13 @@ public class LodConfig
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+ " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n")
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.defineEnum("Draw resolution", HorizontalResolution.BLOCK);
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horizontalQuality = builder
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.comment("\n\n"
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+ " This indicates how quickly LODs drop off in quality. \n"
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+ " " + HorizontalQuality.LOW + ": quality drops every 4 chunks. \n"
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+ " " + HorizontalQuality.MEDIUM + ": quality drops every 8 chunks. \n"
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+ " " + HorizontalQuality.HIGH + ": quality drops every 16 chunks. \n")
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.defineEnum("lodDrawQuality", HorizontalQuality.MEDIUM);
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// horizontalQuality = builder
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// .comment("\n\n"
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// + " This indicates how quickly LODs drop off in quality. \n"
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// + " " + HorizontalQuality.LOW + ": quality drops every 4 chunks. \n"
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// + " " + HorizontalQuality.MEDIUM + ": quality drops every 8 chunks. \n"
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// + " " + HorizontalQuality.HIGH + ": quality drops every 16 chunks. \n")
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// .defineEnum("lodDrawQuality", HorizontalQuality.MEDIUM);
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lodChunkRenderDistance = builder
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.comment("\n\n"
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@@ -25,6 +25,7 @@ package com.seibel.lod.enums;
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*/
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public enum DebugMode
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{
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/** LODs are rendered normally */
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OFF,
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/** LOD colors are based on their detail */
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@@ -18,11 +18,21 @@
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package com.seibel.lod.enums;
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/**
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*
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* By_Region_Fast, <br>
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* By_Region_Fancy, <br>
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* By_Chunk
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*
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* @author Leonardo Amato
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* @version 9-25-2021
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*/
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public enum DetailDropOff
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{
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/** quality is determined per-region, using the lowest quality that would be used in BY_CHUNK */
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BY_REGION_FAST,
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/** quality is determined per-region, using the highest quality that would be used in BY_CHUNK */
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BY_REGION_FANCY,
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/** quality is determined per-chunk (best quality option, may cause stuttering when moving) */
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BY_CHUNK,
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}
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@@ -1,18 +1,16 @@
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package com.seibel.lod.enums;
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/**
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*
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*
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* @author Leonardo Amato
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* @version 22-08-2021
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* @version 8-22-2021
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*/
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public enum DistanceQualityDropOff
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{
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/**
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* different Lod detail render and generate linearly to the distance
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*/
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/** detail drops off linearly to the distance */
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LINEAR,
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/**
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* different Lod detail render and generate quadratically to the distance
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*/
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/** detail drops off quadratically to the distance */
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QUADRATIC,
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}
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@@ -24,7 +24,7 @@ package com.seibel.lod.enums;
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* ALWAYS_DRAW_FOG_FANCY <br>
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*
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* @author James Seibel
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* @version 7-03-2021
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* @version 7-3-2021
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*/
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public enum FogDrawOverride
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{
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@@ -18,12 +18,18 @@
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package com.seibel.lod.enums;
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/**
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* @author James Seibel
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* Near_First <br>
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* Far_First <br>
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* <br>
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* Determines which LODs should have priority when generating
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* outside the normal view distance.
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*
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* @author Leonardo Amato
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* @version 9-25-2021
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*/
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public enum GenerationPriority
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{
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NEAR_FIRST,
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FAR_FIRST;
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}
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@@ -18,27 +18,28 @@
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package com.seibel.lod.enums;
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/**
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* USE_OPTIFINE_FOG_SETTING, <br>
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* NEVER_DRAW_FOG, <br>
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* ALWAYS_DRAW_FOG_FAST, <br>
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* ALWAYS_DRAW_FOG_FANCY <br>
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*
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* @author James Seibel
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* @version 7-03-2021
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* Low <br>
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* Medium <br>
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* High <br>
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* <br>
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* TODO what will the represent when it is hooked up?
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*
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* @author Leonardo Amato
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* @version 9-25-2021
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*/
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public enum HorizontalQuality
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{
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/** Lods are 2D with heightMap */
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LOW(64),
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/** Lods expand in three dimension */
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MEDIUM(128),
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/** Lods expand in three dimension */
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HIGH(256);
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public int distanceUnit;
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HorizontalQuality(int distanceUnit)
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{
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this.distanceUnit = distanceUnit;
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@@ -23,10 +23,15 @@ import java.util.Collections;
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import com.seibel.lod.util.LodUtil;
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/**
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* single, double, quad, half, full
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* chunk <Br>
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* half_chunk <Br>
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* four_blocks <br>
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* two_blocks <Br>
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* block <br>
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*
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* @author James Seibel
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* @version 8-11-2021
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* @author Leonardo Amato
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* @version 9-25-2021
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*/
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public enum HorizontalResolution
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{
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@@ -48,8 +53,10 @@ public enum HorizontalResolution
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/** How many DataPoints should
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* be drawn per side per LodChunk */
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public final int dataPointLengthCount;
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/** How wide each LOD DataPoint is */
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public final int dataPointWidth;
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/** This is the same as detailLevel in LodQuadTreeNode,
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* lowest is 0 highest is 9 */
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public final byte detailLevel;
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@@ -30,18 +30,16 @@ import com.seibel.lod.builders.lodTemplates.TriangularLodTemplate;
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*/
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public enum LodTemplate
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{
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// used for position
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/** Chunks are rendered as
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/** LODs are rendered as
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* rectangular prisms. */
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CUBIC(new CubicLodTemplate()),
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/** Chunks smoothly transition between
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/** LODs smoothly transition between
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* each other. */
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TRIANGULAR(new TriangularLodTemplate()),
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/** Chunks smoothly transition between
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* each other, unless a neighboring chunk
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/** LODs smoothly transition between
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* each other, unless a neighboring LOD
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* is at a significantly different height. */
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DYNAMIC(new DynamicLodTemplate());
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@@ -1,18 +1,22 @@
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package com.seibel.lod.enums;
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/**
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* NONE, DARKEN_SIDES
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* NONE, GAME_SHADING
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*
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* @author James Seibel
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* @version 7-25-2020
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*/
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public enum ShadingMode
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{
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/** LODs will have the same lighting on every side.
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Fastest, but can make large similarly colored areas hard to differentiate */
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/**
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* LODs will have the same lighting on every side.
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* can make large similarly colored areas hard to differentiate
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*/
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NONE,
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/** LODs will have darker sides and bottoms to simulate top down lighting.
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Fastest */
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/**
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* LODs will have darker sides and bottoms to simulate
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* Minecraft's fast, top down lighting.
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*/
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GAME_SHADING;
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}
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@@ -18,19 +18,17 @@
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package com.seibel.lod.enums;
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/**
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* USE_OPTIFINE_FOG_SETTING, <br>
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* NEVER_DRAW_FOG, <br>
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* ALWAYS_DRAW_FOG_FAST, <br>
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* ALWAYS_DRAW_FOG_FANCY <br>
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*
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* @author James Seibel
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* heightmap <br>
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* multi_lod <br>
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*
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* @author Leonardo Amato
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* @version 7-03-2021
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*/
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public enum VerticalQuality
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{
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/** Lods are 2D with heightMap */
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/** Lods only have height and depth data */
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HEIGHTMAP,
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/** Lods expand in three dimension */
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/** Lods expand in three dimensions */
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MULTI_LOD;
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}
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