Fix/improve rendering again
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@@ -29,7 +29,6 @@ import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LodQuadTreeDimension;
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import com.seibel.lod.objects.LodQuadTreeNode;
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import com.seibel.lod.objects.NearFarBuffer;
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import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.render.LodNodeRenderer;
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import com.seibel.lod.util.LodUtil;
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@@ -174,9 +173,11 @@ public class LodNodeBufferBuilder
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// set where this square will be drawn in the world
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double xOffset = (LodQuadTreeNode.CHUNK_WIDTH * i) + // offset by the number of LOD blocks
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startX; // offset so the center LOD block is centered underneath the player
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double yOffset = 0;
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double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ;
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startX + // offset so the center LOD block is centered underneath the player
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8; // I'm not sure what this is correcting exactly but with it the chunks line up.
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// 8 works for LODs the size of chunks
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double yOffset = 1;
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double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ + 8;
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LodQuadTreeNode lod = lodDim.getLodFromCoordinates(chunkX, chunkZ, LodQuadTreeNode.CHUNK_LEVEL);
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@@ -189,6 +190,7 @@ public class LodNodeBufferBuilder
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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// alternate determining logic that
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// can be used for debugging
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// if (chunksToGen == null)
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// {
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@@ -272,6 +274,7 @@ public class LodNodeBufferBuilder
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chunkGenIndex++;
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}
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}
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} // lod null and can generate more chunks
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// don't render this null/empty chunk
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@@ -294,7 +297,7 @@ public class LodNodeBufferBuilder
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}
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}
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ClientProxy.LOGGER.info(numberOfChunksWaitingToGenerate.get());
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//ClientProxy.LOGGER.info(numberOfChunksWaitingToGenerate.get());
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// issue #19
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// TODO add a way for a server side mod to generate chunks requested here
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