Add TODOs

This commit is contained in:
BuildTools
2020-04-20 23:05:34 -05:00
parent 7d390a0b22
commit 4d6c8e6c38
@@ -82,7 +82,7 @@ public class CustomRenderer
setProjectionMatrix(partialTicks);
// used for debugging
mc.world.profiler.startSection("renderlod");
mc.world.profiler.startSection("lod setup");
// set the required open GL settings
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
@@ -134,7 +134,9 @@ public class CustomRenderer
boolean alternateColor = false;
boolean evenWidth = false;
if (debugging && numbOfBoxesWide % 2 == 0)
evenWidth = true;
evenWidth = true;
mc.world.profiler.endStartSection("lod setup");
// x axis
for (int i = 0; i < numbOfBoxesWide; i++)
@@ -175,10 +177,11 @@ public class CustomRenderer
}
}
mc.world.profiler.endStartSection("lod draw");
// draw the LODs
drawBoxArray(lodArray, colorArray);
// end the profile section (so we can see how long it took to draw the LODs)
mc.world.profiler.endSection();
@@ -197,6 +200,8 @@ public class CustomRenderer
}
/**
* TODO improve this method's speed
*
* draw an array of cubes (or squares) with the given colors
* @param bb the cube to draw
* @param red
@@ -265,57 +270,6 @@ public class CustomRenderer
tessellator.draw();
}
/**
* draw a cube (or square) with the given colors
* @param bb the cube to draw
* @param red
* @param green
* @param blue
* @param alpha
*/
private void drawBox(AxisAlignedBB bb, int red, int green, int blue, int alpha)
{
worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
// only draw the other 5 sides if there is some thickness to this box
if (bb.minY != bb.maxY)
{
worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
worldRenderer.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
}
tessellator.draw();
}
/**
* Sets up and enables the fog to be rendered.
*/