prevent a potential out of bounds exception

This commit is contained in:
James Seibel
2021-10-11 23:00:11 -05:00
parent 0ef8615a98
commit 70e2f7f3e6
@@ -18,13 +18,24 @@
package com.seibel.lod.render;
import java.util.HashSet;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
import org.lwjgl.opengl.NVFogDistance;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.platform.GlStateManager;
import com.mojang.blaze3d.systems.RenderSystem;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilder;
import com.seibel.lod.builders.bufferBuilding.LodBufferBuilder.VertexBuffersAndOffset;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.*;
import com.seibel.lod.enums.DebugMode;
import com.seibel.lod.enums.DetailDropOff;
import com.seibel.lod.enums.FogDistance;
import com.seibel.lod.enums.FogDrawOverride;
import com.seibel.lod.enums.FogQuality;
import com.seibel.lod.handlers.ReflectionHandler;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.NearFarFogSettings;
@@ -35,6 +46,7 @@ import com.seibel.lod.util.DetailDistanceUtil;
import com.seibel.lod.util.LevelPosUtil;
import com.seibel.lod.util.LodUtil;
import com.seibel.lod.wrappers.MinecraftWrapper;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.client.renderer.GameRenderer;
@@ -45,12 +57,6 @@ import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
import org.lwjgl.opengl.NVFogDistance;
import java.util.HashSet;
/**
@@ -58,7 +64,7 @@ import java.util.HashSet;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 10-9-2021
* @version 10-11-2021
*/
public class LodRenderer
{
@@ -286,7 +292,7 @@ public class LodRenderer
setupFog(fogSettings.far.distance, fogSettings.far.quality);
for (int i = 0; i < lodBufferBuilder.numberOfBuffersPerRegion[x][z]; i++)
for (int i = 0; i < storageBufferIds[x][z].length; i++)
{
drawBuffer(vbos[x][z][i], storageBufferIds[x][z][i], modelViewMatrix);
}