Fixed the allocation of long[]
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@@ -249,7 +249,7 @@ public class LodBufferBuilder
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int chunkZdist;
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short gameChunkRenderDistance = (short) (renderer.vanillaRenderedChunks.length / 2 - 1);
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long dataPoint;
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long[] adjData;
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long[] adjData = new long[NUMBER_OF_DIRECTION];
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for (int index = 0; index < posToRender.getNumberOfPos(); index++)
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{
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detailLevel = posToRender.getNthDetailLevel(index);
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@@ -273,7 +273,6 @@ public class LodBufferBuilder
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dataPoint = lodDim.getData(detailLevel, posX, posZ);
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if(DataPoint.getHeight(dataPoint) == LodBuilder.DEFAULT_HEIGHT && DataPoint.getDepth(dataPoint) == LodBuilder.DEFAULT_DEPTH)
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continue;
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adjData = new long[NUMBER_OF_DIRECTION];
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for (int direction = 0; direction < NUMBER_OF_DIRECTION; direction++)
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{
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xAdj = posX + ADJ_DIRECTION[direction][0];
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@@ -287,12 +286,16 @@ public class LodBufferBuilder
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&& posToRender.contains(detailLevel, xAdj, zAdj))
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{
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adjData[direction]= lodDim.getData(detailLevel, xAdj, zAdj);
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}else{
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adjData[direction]= 0;
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}
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} else
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{
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if (posToRender.contains(detailLevel, xAdj, zAdj))
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{
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adjData[direction] = lodDim.getData(detailLevel, xAdj, zAdj);
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}else{
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adjData[direction]= 0;
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}
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}
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}
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