Refactoring, removed unused class/enum, fixed a small array bug
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@@ -31,7 +31,7 @@ import com.seibel.lod.enums.DistanceCalculatorType;
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import com.seibel.lod.enums.DistanceGenerationMode;
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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.LodDetail;
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import com.seibel.lod.enums.LodResolution;
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import com.seibel.lod.enums.LodQualityMode;
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import com.seibel.lod.enums.LodTemplate;
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import com.seibel.lod.enums.ShadingMode;
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@@ -87,7 +87,7 @@ public class LodConfig
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public ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
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public ForgeConfigSpec.EnumValue<LodDetail> maxDrawDetail;
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public ForgeConfigSpec.EnumValue<LodResolution> maxDrawDetail;
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public ForgeConfigSpec.EnumValue<ShadingMode> shadingMode;
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@@ -142,12 +142,12 @@ public class LodConfig
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maxDrawDetail = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be drawn at? \n"
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+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
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+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
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+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
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.defineEnum("lodDrawQuality", LodDetail.FULL);
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+ " " + LodResolution.CHUNK.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodResolution.HALF_CHUNK.toString() + ": render 4 LODs for each Chunk. \n"
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+ " " + LodResolution.FOUR_BLOCKS.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodResolution.TWO_BLOCKS.toString() + ": render 64 LODs for each Chunk. \n"
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+ " " + LodResolution.BLOCK.toString() + ": render 256 LODs for each Chunk. \n")
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.defineEnum("lodDrawQuality", LodResolution.BLOCK);
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lodQuality = builder
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.comment("\n\n"
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@@ -208,7 +208,7 @@ public class LodConfig
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public static class WorldGenerator
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{
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public ForgeConfigSpec.EnumValue<LodQualityMode> lodQualityMode;
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public ForgeConfigSpec.EnumValue<LodDetail> maxGenerationDetail;
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public ForgeConfigSpec.EnumValue<LodResolution> maxGenerationDetail;
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public ForgeConfigSpec.EnumValue<DistanceGenerationMode> distanceGenerationMode;
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public ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
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public ForgeConfigSpec.EnumValue<DistanceCalculatorType> lodDistanceCalculatorType;
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@@ -228,12 +228,12 @@ public class LodConfig
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maxGenerationDetail = builder
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.comment("\n\n"
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+ " What is the maximum detail level that LODs should be generated at? \n"
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+ " " + LodDetail.SINGLE.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodDetail.DOUBLE.toString() + ": render 4 LODs for each Chunk. \n"
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+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
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+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
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.defineEnum("lodGenerationQuality", LodDetail.HALF);
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+ " " + LodResolution.CHUNK.toString() + ": render 1 LOD for each Chunk. \n"
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+ " " + LodResolution.HALF_CHUNK.toString() + ": render 4 LODs for each Chunk. \n"
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+ " " + LodResolution.FOUR_BLOCKS.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodResolution.TWO_BLOCKS.toString() + ": render 64 LODs for each Chunk. \n"
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+ " " + LodResolution.BLOCK.toString() + ": render 256 LODs for each Chunk. \n")
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.defineEnum("lodGenerationQuality", LodResolution.TWO_BLOCKS);
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lodDistanceCalculatorType = builder
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.comment("\n\n"
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@@ -244,11 +244,6 @@ public class LodConfig
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+ "\n"
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+ " " + DistanceCalculatorType.QUADRATIC + " \n"
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+ " with LINEAR calculator the quality of block decrease \n"
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+ " quadratically to the distance of the player \n"
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+ "\n"
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+ " " + DistanceCalculatorType.RENDER_DEPENDANT + " \n"
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+ " with LINEAR calculator the quality of block decrease \n"
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+ " quadratically to the distance of the player \n")
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.defineEnum("lodDistanceComputation", DistanceCalculatorType.LINEAR);
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