Now nodeToRender is fully automatic

This commit is contained in:
Leonardo
2021-08-27 23:05:37 +02:00
parent dd018f90d3
commit 8db782a406
6 changed files with 68 additions and 51 deletions
@@ -116,7 +116,7 @@ public class LodBufferBuilder
* swapped with the drawable buffers in the LodRenderer to be drawn.
*/
public void generateLodBuffersAsync(LodRenderer renderer, LodDimension lodDim,
BlockPos playerBlockPos, int numbChunksWide)
BlockPos playerBlockPos, int xAngle, int yAngle, int numbChunksWide)
{
// only allow one generation process to happen at a time
if (generatingBuffers)
@@ -174,20 +174,11 @@ public class LodBufferBuilder
Callable<Boolean> dataToRenderThread = () ->
{
SortedSet<LevelPos> nodeToRender = new TreeSet();
for (byte detail = LodUtil.REGION_DETAIL_LEVEL; detail >= LodConfig.CLIENT.maxGenerationDetail.get().detailLevel; detail--)
{
lodDim.getDataToRender(
nodeToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ(),
DetailDistanceUtil.getDistanceRendering(detail),
DetailDistanceUtil.getDistanceRendering(detail + 1),
detail,
true);
if(regionPos.x == 0 && regionPos.z == 0)
System.out.println(nodeToRender);
}
lodDim.getDataToRender(
nodeToRender,
regionPos,
playerBlockPosRounded.getX(),
playerBlockPosRounded.getZ());
LevelPos adjPos = new LevelPos();
for (LevelPos posToRender : nodeToRender)