Remove unneeded code and improve a few TODOs

This commit is contained in:
James Seibel
2020-10-22 11:27:30 -05:00
parent 5766ca5a9f
commit 9b454748aa
2 changed files with 6 additions and 55 deletions
@@ -105,7 +105,7 @@ public class ClientProxy extends CommonProxy
LodChunk c = new LodChunk(chunk, Minecraft.getMinecraft().world);
// TODO set up dynamic/multiple regions
if (region == null || (region.x != (c.x / 32) && region.z != (c.z / 32)))
{
region = new LodRegion(c.x / 32, c.z / 32);
@@ -5,6 +5,7 @@ import java.awt.Color;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Project;
import backsun.lod.objects.LodRegion;
import backsun.lod.util.OfConfig;
import backsun.lod.util.fog.FogMode;
import backsun.lod.util.fog.FogType;
@@ -34,6 +35,8 @@ public class LodRenderer
private OfConfig ofConfig;
public LodRegion renderRegions;
public LodRenderer()
{
@@ -164,59 +167,9 @@ public class LodRenderer
Color c = null;
// Biome biome = null;
// try
// {
// biome = Biome.getBiome(biomes[chunkX+32][chunkZ+32]);
// }
// catch(IndexOutOfBoundsException e)
// {
// c = white;
// }
//
double yoffset = -cameraY + mc.world.provider.getAverageGroundLevel();
// fix this so that chunks outside of the view distance are loaded and the biomes are read
// fix so that the chunks within view distance aren't always plains
// if(biome != null)
// {
// // add the color
// switch (Biome.getIdForBiome(biome))
// {
// case -1: // unloaded
// c = red;
// break;
// case 0: // ocean
// c = water;
// break;
// case 24: // deep ocean
// c = water;
// break;
// case 7: // river
// c = water;
// break;
// case 1: // plains
//// c = invisible;
// c = grass;
// break;
// case 6: // swamp
// c = swamp;
// break;
// case 3: //extreme hills
// c = mountain;
// break;
// case 34: // extreme hills with trees
// c = mountain;
// break;
// default:
// c = error;
// break;
// }
// }
// else
// {
// c = black;
// }
// if debugging draw the squares as a black and white checker board
if (debugging)
@@ -268,9 +221,6 @@ public class LodRenderer
//===========================//
// GL settings for rendering //
//===========================//
// enable the fog
// setupFog(FogMode.FAR);
// set the new model view matrix
setProjectionMatrix(partialTicks);
@@ -322,6 +272,7 @@ public class LodRenderer
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
// TODO re-set the modelview matrix
// This is about how long this whole process should take
// 16 ms = 60 hz