Now nodeToRender is fully automatic
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@@ -116,7 +116,7 @@ public class LodBufferBuilder
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* swapped with the drawable buffers in the LodRenderer to be drawn.
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*/
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public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
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BlockPos playerBlockPos, int numbChunksWide)
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BlockPos playerBlockPos, int xAngle, int yAngle, int numbChunksWide)
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{
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// only allow one generation process to happen at a time
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if (generatingBuffers)
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@@ -174,20 +174,11 @@ public class LodBufferBuilder
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Callable<Boolean> dataToRenderThread = () ->
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{
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SortedSet<LevelPos> nodeToRender = new TreeSet();
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for (byte detail = LodUtil.REGION_DETAIL_LEVEL; detail >= LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detail--)
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{
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lodDim.getDataToRender(
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nodeToRender,
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ(),
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DetailDistanceUtil.getDistanceRendering(detail),
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DetailDistanceUtil.getDistanceRendering(detail + 1),
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detail,
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true);
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if(regionPos.x == 0 && regionPos.z == 0)
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System.out.println(nodeToRender);
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}
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lodDim.getDataToRender(
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nodeToRender,
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regionPos,
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playerBlockPosRounded.getX(),
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playerBlockPosRounded.getZ());
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LevelPos adjPos = new LevelPos();
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for (LevelPos posToRender : nodeToRender)
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