Update LodConfig.java
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@@ -134,15 +134,15 @@ public class LodConfig
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("lodTemplate", LodTemplate.CUBIC);
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detailDropOff = builder
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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.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.FAST + ": quality is determined per-region (performance option)\n")
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+ DetailDropOff.FANCY + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n"
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+ DetailDropOff.FAST + ": quality is determined per-region \n")
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.defineEnum("detailDropOff", DetailDropOff.FANCY);
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drawResolution = builder
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@@ -155,7 +155,6 @@ 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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lodChunkRenderDistance = builder
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.comment("\n\n"
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+ " The mod's render distance, measured in chunks. \n")
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@@ -170,17 +169,17 @@ public class LodConfig
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+ " the player's camera, decreasing performance. \n\n"
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+ ""
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+ " Disable this if you see LODs disapearing. \n"
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+ " (This may happen if you are using a camera mod) \n")
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+ " (Which may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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+ " Disable LOD quality falloff, "
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+ " all LODs will be drawn at the highest "
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+ " available detail level. "
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+ " Disable LOD quality falloff, \n"
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+ " all LODs will be drawn at the highest \n"
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+ " available detail level. \n\n"
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+ " "
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+ " WARNING "
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+ " This could cause a Out Of Memory crash on render "
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+ " WARNING: \n"
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+ " This could cause a Out Of Memory crash on render \n"
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+ " distances higher than 128 \n")
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.define("alwaysDrawAtMaxQuality", false);
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@@ -204,12 +203,12 @@ public class LodConfig
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verticalQuality = builder
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.comment("\n\n"
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+ " this indicate how complex the vertical data will be \n"
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+ " the higher value will take more memory and lower the performance \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 column per position. (performance option)\n"
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+ " " + VerticalQuality.MEDIUM + ": uses at max 4 column per position. \n"
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+ " " + VerticalQuality.HIGH + ": uses at max 8 column per position. \n"
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+ " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n")
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+ " This indicates how detailed the LODs will be in representing \n"
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+ " overhangs, caves, floating islands, ect. \n"
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+ " Higher options will use more memory and lower performance. \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
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+ " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n"
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+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n")
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.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
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generationResolution = builder
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@@ -238,17 +237,17 @@ public class LodConfig
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+ " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n"
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+ " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n")
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.defineEnum("horizontal quality", HorizontalQuality.MEDIUM);
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generationPriority = builder
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.comment("\n\n"
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+ " " + GenerationPriority.FAR_FIRST + " \n"
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+ " LODs are generated from low to high detail\n"
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+ " with a small priority for far regions. \n"
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+ " This fills in the world fastest. \n"
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+ "\n"
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+ " " + GenerationPriority.NEAR_FIRST + " \n"
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+ " LODs are generated around the player \n"
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+ " in a spiral, similar to vanilla minecraft. \n")
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+ " LODs are generated from low to high detail \n"
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+ " with a small priority for far away regions. \n"
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+ " This fills in the world fastest. \n\n"
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+ ""
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+ " " + GenerationPriority.NEAR_FIRST + " \n"
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+ " LODs are generated around the player \n"
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+ " in a spiral, similar to vanilla minecraft. \n")
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.defineEnum("Generation priority", GenerationPriority.NEAR_FIRST);
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distanceGenerationMode = builder
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@@ -259,43 +258,44 @@ public class LodConfig
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use the biome's \n"
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+ " grass color, water color, or snow color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include caves, trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SERVER + " \n"
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+ " Ask the server to generate/load each chunk. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " This will show player made structures, which can \n"
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+ " be useful if you are adding the mod to a pre-existing world. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use the biome's \n"
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+ " grass color, water color, or snow color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SERVER + " \n"
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+ " Ask the server to generate/load each chunk. \n"
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+ " This will show player made structures, which can \n"
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+ " be useful if you are adding the mod to a pre-existing world. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
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allowUnstableFeatureGeneration = builder
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@@ -393,8 +393,8 @@ public class LodConfig
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rebuildTimes = builder
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.comment("\n\n"
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+ "How frequently we rebuild the buffers?" + "\n"
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+ "more frequent rebuild implies more stuttering" + "\n")
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+ " How frequently should geometry be rebuilt and sent to the GPU? \n"
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+ " Faster settings may cause stuttering, but will prevent holes in the world \n")
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.defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL);
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builder.pop();
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