Fix/improve rendering again

This commit is contained in:
James Seibel
2021-08-05 20:40:12 -05:00
parent 781aa339bc
commit e313a03410
4 changed files with 46 additions and 33 deletions
@@ -29,7 +29,6 @@ import com.seibel.lod.handlers.LodConfig;
import com.seibel.lod.objects.LodQuadTreeDimension;
import com.seibel.lod.objects.LodQuadTreeNode;
import com.seibel.lod.objects.NearFarBuffer;
import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.render.LodNodeRenderer;
import com.seibel.lod.util.LodUtil;
@@ -174,9 +173,11 @@ public class LodNodeBufferBuilder
// set where this square will be drawn in the world
double xOffset = (LodQuadTreeNode.CHUNK_WIDTH * i) + // offset by the number of LOD blocks
startX; // offset so the center LOD block is centered underneath the player
double yOffset = 0;
double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ;
startX + // offset so the center LOD block is centered underneath the player
8; // I'm not sure what this is correcting exactly but with it the chunks line up.
// 8 works for LODs the size of chunks
double yOffset = 1;
double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ + 8;
LodQuadTreeNode lod = lodDim.getLodFromCoordinates(chunkX, chunkZ, LodQuadTreeNode.CHUNK_LEVEL);
@@ -189,6 +190,7 @@ public class LodNodeBufferBuilder
ChunkPos pos = new ChunkPos(chunkX, chunkZ);
// alternate determining logic that
// can be used for debugging
// if (chunksToGen == null)
// {
@@ -272,6 +274,7 @@ public class LodNodeBufferBuilder
chunkGenIndex++;
}
}
} // lod null and can generate more chunks
// don't render this null/empty chunk
@@ -294,7 +297,7 @@ public class LodNodeBufferBuilder
}
}
ClientProxy.LOGGER.info(numberOfChunksWaitingToGenerate.get());
//ClientProxy.LOGGER.info(numberOfChunksWaitingToGenerate.get());
// issue #19
// TODO add a way for a server side mod to generate chunks requested here