Fixed the allocation of long[]

This commit is contained in:
Leonardo
2021-09-09 14:10:45 +02:00
parent b1bcdb24f0
commit aa3dbe8f32
@@ -249,7 +249,7 @@ public class LodBufferBuilder
int chunkZdist;
short gameChunkRenderDistance = (short) (renderer.vanillaRenderedChunks.length / 2 - 1);
long dataPoint;
long[] adjData;
long[] adjData = new long[NUMBER_OF_DIRECTION];
for (int index = 0; index < posToRender.getNumberOfPos(); index++)
{
detailLevel = posToRender.getNthDetailLevel(index);
@@ -273,7 +273,6 @@ public class LodBufferBuilder
dataPoint = lodDim.getData(detailLevel, posX, posZ);
if(DataPoint.getHeight(dataPoint) == LodBuilder.DEFAULT_HEIGHT && DataPoint.getDepth(dataPoint) == LodBuilder.DEFAULT_DEPTH)
continue;
adjData = new long[NUMBER_OF_DIRECTION];
for (int direction = 0; direction < NUMBER_OF_DIRECTION; direction++)
{
xAdj = posX + ADJ_DIRECTION[direction][0];
@@ -287,12 +286,16 @@ public class LodBufferBuilder
&& posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction]= lodDim.getData(detailLevel, xAdj, zAdj);
}else{
adjData[direction]= 0;
}
} else
{
if (posToRender.contains(detailLevel, xAdj, zAdj))
{
adjData[direction] = lodDim.getData(detailLevel, xAdj, zAdj);
}else{
adjData[direction]= 0;
}
}
}