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