fix LODs generating multiple times (at least in single threaded gen)
This commit is contained in:
@@ -176,7 +176,7 @@ public class LodNodeBufferBuilder
|
||||
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 yOffset = 1; // TODO this offset should be done in the LOD generation
|
||||
double zOffset = (LodQuadTreeNode.CHUNK_WIDTH * j) + startZ + 8;
|
||||
|
||||
LodQuadTreeNode lod = lodDim.getLodFromCoordinates(chunkX, chunkZ, LodQuadTreeNode.CHUNK_LEVEL);
|
||||
@@ -319,10 +319,7 @@ public class LodNodeBufferBuilder
|
||||
{
|
||||
if(chunkPos == null)
|
||||
break;
|
||||
|
||||
// make sure we don't generate this chunk again
|
||||
lodDim.addNode(new LodQuadTreeNode(chunkPos));
|
||||
|
||||
|
||||
numberOfChunksWaitingToGenerate.addAndGet(1);
|
||||
|
||||
LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld, biomeContainer);
|
||||
|
||||
Reference in New Issue
Block a user