small fixes
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File diff suppressed because it is too large
Load Diff
@@ -114,9 +114,8 @@ public class ClientProxy
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IProfiler profiler = mc.getProfiler();
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profiler.pop(); // get out of "terrain"
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profiler.push("LOD");
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renderer.drawLODs(lodDim, partialTicks, mc.getProfiler());
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profiler.pop(); // end LOD
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profiler.push("terrain"); // restart "terrain"
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@@ -149,12 +148,13 @@ public class ClientProxy
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// LodConfig.CLIENT.brightnessMultiplier.set(1.0);
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// LodConfig.CLIENT.saturationMultiplier.set(1.0);
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LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.FEATURES);
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LodConfig.CLIENT.distanceGenerationMode.set(DistanceGenerationMode.SURFACE);
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LodConfig.CLIENT.allowUnstableFeatureGeneration.set(false);
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LodConfig.CLIENT.lodChunkRenderDistance.set(96);
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LodConfig.CLIENT.lodDistanceCalculatorType.set(DistanceCalculatorType.QUADRATIC);
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LodConfig.CLIENT.lodQuality.set(1);
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LodConfig.CLIENT.lodChunkRenderDistance.set(128);
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LodConfig.CLIENT.lodDistanceCalculatorType.set(DistanceCalculatorType.LINEAR);
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LodConfig.CLIENT.lodQuality.set(2);
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LodConfig.CLIENT.allowUnstableFeatureGeneration.set(false);
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LodConfig.CLIENT.numberOfWorldGenerationThreads.set(12);
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// has to be set in the config file
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// LodConfig.CLIENT.numberOfWorldGenerationThreads.set(16);
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@@ -202,7 +202,6 @@ public class LodRenderer
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// should LODs be regenerated?
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if ((int) player.getX() / LodUtil.CHUNK_WIDTH != prevChunkX ||
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(int) player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
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ClientProxy.previousChunkRenderDistance != mc.options.renderDistance ||
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ClientProxy.previousLodRenderDistance != LodConfig.CLIENT.lodChunkRenderDistance.get() ||
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prevFogDistance != LodConfig.CLIENT.fogDistance.get())
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{
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@@ -228,7 +227,6 @@ public class LodRenderer
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// determine how far the game's render distance is currently set
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//farPlaneBlockDistance = mc.options.renderDistance * LodUtil.CHUNK_WIDTH;
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farPlaneBlockDistance = LodConfig.CLIENT.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
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// set how how far the LODs will go
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@@ -320,12 +318,12 @@ public class LodRenderer
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{
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Vector3d cameraDir = mc.cameraEntity.getLookAngle().normalize();
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cameraDir = mc.options.getCameraType().isMirrored() ? cameraDir.reverse() : cameraDir;
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// used to determine what type of fog to render
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int halfWidth = vbos.length/2;
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int quarterWidth = vbos.length/4;
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for (int i = 0; i < vbos.length; i++)
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{
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for (int j = 0; j < vbos.length; j++)
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@@ -337,8 +335,8 @@ public class LodRenderer
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setupFog(fogSettings.near.distance, fogSettings.near.quality);
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else
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setupFog(fogSettings.far.distance, fogSettings.far.quality);
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sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
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}
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}
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