small fixes
This commit is contained in:
@@ -202,7 +202,6 @@ public class LodRenderer
|
||||
// should LODs be regenerated?
|
||||
if ((int) player.getX() / LodUtil.CHUNK_WIDTH != prevChunkX ||
|
||||
(int) player.getZ() / LodUtil.CHUNK_WIDTH != prevChunkZ ||
|
||||
ClientProxy.previousChunkRenderDistance != mc.options.renderDistance ||
|
||||
ClientProxy.previousLodRenderDistance != LodConfig.CLIENT.lodChunkRenderDistance.get() ||
|
||||
prevFogDistance != LodConfig.CLIENT.fogDistance.get())
|
||||
{
|
||||
@@ -228,7 +227,6 @@ public class LodRenderer
|
||||
|
||||
|
||||
// determine how far the game's render distance is currently set
|
||||
//farPlaneBlockDistance = mc.options.renderDistance * LodUtil.CHUNK_WIDTH;
|
||||
farPlaneBlockDistance = LodConfig.CLIENT.lodChunkRenderDistance.get() * LodUtil.CHUNK_WIDTH;
|
||||
|
||||
// set how how far the LODs will go
|
||||
@@ -320,12 +318,12 @@ public class LodRenderer
|
||||
{
|
||||
Vector3d cameraDir = mc.cameraEntity.getLookAngle().normalize();
|
||||
cameraDir = mc.options.getCameraType().isMirrored() ? cameraDir.reverse() : cameraDir;
|
||||
|
||||
|
||||
|
||||
|
||||
// used to determine what type of fog to render
|
||||
int halfWidth = vbos.length/2;
|
||||
int quarterWidth = vbos.length/4;
|
||||
|
||||
|
||||
for (int i = 0; i < vbos.length; i++)
|
||||
{
|
||||
for (int j = 0; j < vbos.length; j++)
|
||||
@@ -337,8 +335,8 @@ public class LodRenderer
|
||||
setupFog(fogSettings.near.distance, fogSettings.near.quality);
|
||||
else
|
||||
setupFog(fogSettings.far.distance, fogSettings.far.quality);
|
||||
|
||||
|
||||
|
||||
|
||||
sendLodsToGpuAndDraw(vbos[i][j], modelViewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user