Add vanilla rendered chunk detection to improve edge rendering
In other words, we now render LODs where ever Minecraft isn't rendering chunks itself.
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@@ -101,7 +101,6 @@ public class LodBufferBuilder
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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Thread t = new Thread(()->
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{
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// index of the chunk currently being added to the
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@@ -123,12 +122,12 @@ public class LodBufferBuilder
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// z axis
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for (int j = 0; j < numbChunksWide; j++)
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{
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// skip the middle
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// (As the player moves some chunks will overlap or be missing,
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// this is just how chunk loading/unloading works. This can hopefully
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// be hidden with careful use of fog)
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int middle = (numbChunksWide / 2);
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if (isCoordInCenterArea(i, j, middle))
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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// skip any chunks that Minecraft is going to render
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if(isCoordInCenterArea(i, j, (numbChunksWide / 2))
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&& renderer.vanillaRenderedChunks.contains(new ChunkPos(chunkX, chunkZ)))
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{
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continue;
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}
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@@ -140,9 +139,6 @@ public class LodBufferBuilder
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double yOffset = 0;
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double zOffset = (LodChunk.WIDTH * j) + startZ;
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int chunkX = i + (startX / LodChunk.WIDTH);
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int chunkZ = j + (startZ / LodChunk.WIDTH);
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LodChunk lod = lodDim.getLodFromCoordinates(chunkX, chunkZ);
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if (lod == null || lod.isLodEmpty())
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