Fix critical issue causing chunk to lod build extremely slow, and also partly fix sparse data source loading (where I used wrong array instead of loaded data array.) Also improve ChunkToLodBuilder building loops to support multithreaded building
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@@ -100,7 +100,7 @@ public class ChunkWrapper implements IChunkWrapper
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@Override
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public IBiomeWrapper getBiome(int x, int y, int z)
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{
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if (wrappedLevel != null) return wrappedLevel.getBiome(new DhBlockPos(x + getMinX(), y, z + getMinZ()));
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//if (wrappedLevel != null) return wrappedLevel.getBiome(new DhBlockPos(x + getMinX(), y, z + getMinZ()));
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#if PRE_MC_1_17_1
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return BiomeWrapper.getBiomeWrapper(chunk.getBiomes().getNoiseBiome(
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@@ -178,9 +178,9 @@ public class ChunkWrapper implements IChunkWrapper
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#if PRE_MC_1_18_1
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return true;
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#else
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if (chunk instanceof LevelChunk) {
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return ((LevelChunk) chunk).isClientLightReady();
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}
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//if (chunk instanceof LevelChunk) {
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// return ((LevelChunk) chunk).isClientLightReady();
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//}
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return chunk.isLightCorrect();
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#endif
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}
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@@ -221,7 +221,7 @@ public class ChunkWrapper implements IChunkWrapper
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@Override
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public IBlockStateWrapper getBlockState(int x, int y, int z) {
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if (wrappedLevel != null) return wrappedLevel.getBlockState(new DhBlockPos(x + getMinX(), y, z + getMinZ()));
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//if (wrappedLevel != null) return wrappedLevel.getBlockState(new DhBlockPos(x + getMinX(), y, z + getMinZ()));
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return BlockStateWrapper.fromBlockState(chunk.getBlockState(new BlockPos(x,y,z)));
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}
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}
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+1
-1
Submodule coreSubProjects updated: 22628983a7...b4ea8854a8
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