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