Fix stuttering caused by a merge

This commit is contained in:
James Seibel
2021-09-07 19:09:50 -05:00
parent 0262e452c7
commit 7eed472029
@@ -23,7 +23,6 @@ import java.nio.FloatBuffer;
import java.util.HashSet;
import java.util.Iterator;
import com.seibel.lod.objects.LevelPosUtil;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.NVFogDistance;
@@ -39,6 +38,7 @@ 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.LevelPosUtil;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.NearFarFogSettings;
import com.seibel.lod.objects.RegionPos;
@@ -57,8 +57,8 @@ import net.minecraft.entity.Entity;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.Effects;
import net.minecraft.profiler.IProfiler;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Matrix4f;
import net.minecraft.util.math.vector.Vector3d;
@@ -70,7 +70,7 @@ import net.minecraft.util.math.vector.Vector3f;
* This is where LODs are draw to the world.
*
* @author James Seibel
* @version 8-31-2021
* @version 9-7-2021
*/
public class LodRenderer
{
@@ -230,14 +230,6 @@ public class LodRenderer
// TODO move the buffer regeneration logic into its own class (probably called in the client proxy instead)
// ...ending here
// replace the buffers used to draw and build,
// this is only done when the createLodBufferGenerationThread
// has finished executing on a parallel thread.
if (lodBufferBuilder.newBuffersAvaliable())
{
swapBuffers();
}
//===========================//