re-add dynamic overdraw

This commit is contained in:
James Seibel
2021-10-20 21:07:18 -05:00
parent 6066a572d9
commit 9bd89accd3
@@ -47,13 +47,12 @@ import net.minecraft.world.chunk.IChunk;
import net.minecraft.world.gen.Heightmap;
import net.minecraft.world.server.ServerChunkProvider;
import net.minecraft.world.server.ServerWorld;
import org.lwjgl.system.CallbackI;
/**
* This class holds methods and constants that may be used in multiple places.
*
* @author James Seibel
* @version 10-13-2021
* @version 10-20-2021
*/
public class LodUtil
{
@@ -365,8 +364,6 @@ public class LodUtil
if (overdraw == VanillaOverdraw.DYNAMIC
&& chunkRenderDist <= MINIMUM_RENDER_DISTANCE_FOR_PARTIAL_OVERDRAW)
{
overdraw = VanillaOverdraw.NEVER;
/*
// The vanilla render distance isn't far enough
// for partial skipping to make sense...
if (!lodDim.dimension.hasCeiling() && (drawRes == HorizontalResolution.BLOCK))
@@ -384,7 +381,7 @@ public class LodUtil
// Or the user is using a LOW horizontal resolution
// and overdraw would be very noticeable.
overdraw = VanillaOverdraw.NEVER;
}*/
}
}
@@ -394,7 +391,6 @@ public class LodUtil
{
case ALWAYS:
// don't skip any positions
System.out.println("going to return");
return new HashSet<>();
case DYNAMIC: