Revert "Added LevelPosUtil, now the node are added using it and not with the LevelPos object"
LevelPos are useful and the small stutter in the buffer builder is probably caused by the creation of ChunkPos
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@@ -25,7 +25,6 @@ import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.DataPoint;
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import com.seibel.lod.objects.LevelPosUtil;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.LodWorld;
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import com.seibel.lod.objects.LevelPos.LevelPos;
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@@ -164,7 +163,7 @@ public class LodBuilder
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short[] color;
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short height;
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short depth;
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int[] levelPos;
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LevelPos levelPos = new LevelPos((byte) 0, 0, 0);
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short[] data;
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try
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{
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@@ -187,23 +186,20 @@ public class LodBuilder
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startZ, endX, endZ);
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depth = 0;
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}
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levelPos = LevelPosUtil.convert(
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LevelPosUtil.createLevelPos((byte) 0,
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chunk.getPos().x * 16 + startX,
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chunk.getPos().z * 16 + startZ),
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detail.detailLevel
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);
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levelPos.changeParameters((byte) 0,
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chunk.getPos().x * 16 + startX,
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chunk.getPos().z * 16 + startZ);
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levelPos.convert(detail.detailLevel);
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boolean isServer = config.distanceGenerationMode == DistanceGenerationMode.SERVER;
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data = DataPoint.createDataPoint(height, depth, color[0], color[1], color[2]);
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boolean added = lodDim.addData(levelPos,
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lodDim.addData(levelPos,
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data,
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false,
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isServer);
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System.out.println(added);
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}
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//levelPos.changeParameters(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z);
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lodDim.updateData(LevelPosUtil.createLevelPos(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z));
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lodDim.updateData(new LevelPos(LodUtil.CHUNK_DETAIL_LEVEL, chunk.getPos().x, chunk.getPos().z));
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} catch (Exception e)
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{
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//e.printStackTrace();
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@@ -436,10 +432,12 @@ public class LodBuilder
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Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
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tmp = tmp.darker();
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colorInt = LodUtil.colorToInt(tmp);
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} else if (blockState == Blocks.STONE.defaultBlockState())
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}
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else if (blockState == Blocks.STONE.defaultBlockState())
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{
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colorInt = LodUtil.STONE_COLOR_INT;
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} else if (blockState == Blocks.MYCELIUM.defaultBlockState())
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}
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else if (blockState == Blocks.MYCELIUM.defaultBlockState())
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{
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colorInt = LodUtil.MYCELIUM_COLOR_INT;
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}
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