Resolved "ALOT" of typos.
This commit is contained in:
@@ -103,7 +103,7 @@ public class LodBufferBuilder
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/** used to debug how the buildableStorageBuffers are growing */
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public int[][][] bufferPreviousCapacity;
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/**
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* This is toggled when the buffers are swapped so we only
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* This is toggled when the buffers are swapped, so we only
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* display the expansion log for one set of buffers
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*/
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public boolean printExpansionLog = true;
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@@ -285,7 +285,7 @@ public class LodBufferBuilder
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// keep a local version so we don't have to worry about indexOutOfBounds Exceptions
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// keep a local version, so we don't have to worry about indexOutOfBounds Exceptions
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// if it changes in the LodRenderer while we are working here
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boolean[][] vanillaRenderedChunks = renderer.vanillaRenderedChunks;
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short gameChunkRenderDistance = (short) (vanillaRenderedChunks.length / 2 - 1);
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@@ -592,7 +592,7 @@ public class LodBufferBuilder
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// variables passed into a lambda expression
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// need to be effectively final, so we have
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// to use a else statement here
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// to use an else statement here
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if (buildableVbos[i][j][k] != null)
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buildableId = buildableVbos[i][j][k].id;
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else
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@@ -697,7 +697,7 @@ public class LodBufferBuilder
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finally
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{
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// close the context so it can be re-used later.
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// I'm guessing we can't just leave it because the executer service
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// I'm guessing we can't just leave it because the executor service
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// does something that invalidates the OpenGL context.
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glProxy.setGlContext(GlProxyContext.NONE);
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}
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@@ -730,7 +730,7 @@ public class LodBufferBuilder
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if (previousCapacity != 0 && allowBufferExpansion)
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{
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// the buffer(s) aren't big enough, expand them.
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// This does cause lag/stuttering so it should be avoided!
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// This does cause lag/stuttering, so it should be avoided!
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// expand the buffer in system memory
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GL45.glBufferData(GL45.GL_ARRAY_BUFFER, (int) (uploadBuffer.capacity() * BUFFER_EXPANSION_MULTIPLIER), GL45.GL_DYNAMIC_DRAW);
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@@ -803,7 +803,7 @@ public class LodBufferBuilder
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drawableStorageBufferIds = buildableStorageBufferIds;
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buildableStorageBufferIds = tmpStorage;
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// we only want to print the exapnsion log for
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// we only want to print the expansion log for
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// one set of buffers, not both
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printExpansionLog = !printExpansionLog;
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@@ -837,7 +837,7 @@ public class LodBufferBuilder
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* buffers have been generated and are ready to be
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* sent to the LodRenderer.
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*/
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public boolean newBuffersAvaliable()
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public boolean newBuffersAvailable()
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{
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return switchVbos;
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}
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@@ -90,7 +90,7 @@ public class Box
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/**
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* This indicate which position is invariable in the DIRECTION_VERTEX_MAP.
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* This indicates which position is invariable in the DIRECTION_VERTEX_MAP.
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* Is used to extract the vertex
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*/
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public static final Map<Direction, int[]> FACE_DIRECTION = new HashMap<Direction, int[]>()
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@@ -106,7 +106,7 @@ public class Box
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/**
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* This is a map from Direction to the relative normal vector
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* we are using this since i'm not sure if the getNormal create new object at every call
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* we are using this since I'm not sure if the getNormal create new object at every call
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*/
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public static final Map<Direction, Vector3i> DIRECTION_NORMAL_MAP = new HashMap<Direction, Vector3i>()
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{{
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@@ -155,7 +155,7 @@ public class Box
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public boolean[] culling;
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/** creates a empty box */
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/** creates an empty box */
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public Box()
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{
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boxOffset = new int[3];
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@@ -185,7 +185,7 @@ public class Box
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/**
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* Set the color of the columns
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* @param color color to add
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* @param adjShadeDisabled this array indicate which face does not need shading
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* @param adjShadeDisabled this array indicates which face does not need shading
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*/
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public void setColor(int color, boolean[] adjShadeDisabled)
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{
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@@ -216,7 +216,7 @@ public class Box
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}
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/** clears this box, reseting everything to default values */
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/** clears this box, resetting everything to default values */
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public void reset()
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{
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Arrays.fill(boxWidth, 0);
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@@ -426,7 +426,7 @@ public class Box
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/**
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* This method return the position of a face in the axis of the face
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* This is usefull for the face culling
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* This is useful for the face culling
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* @param direction that we want to check
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* @return position in the axis of the face
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*/
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+1
-1
@@ -93,7 +93,7 @@ public class CubicLodTemplate extends AbstractLodTemplate
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height++;
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}
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// offset the AABB by it's x/z position in the world since
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// offset the AABB by its x/z position in the world since
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// it uses doubles to specify its location, unlike the model view matrix
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// which only uses floats
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double x = -bufferCenterBlockPos.getX();
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@@ -114,7 +114,7 @@ public class LodConfig
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fogDistance = builder
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
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+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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@@ -168,7 +168,7 @@ public class LodConfig
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+ " If true all LODs are drawn, even those behind \n"
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+ " the player's camera, decreasing performance. \n\n"
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+ ""
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+ " Disable this if you see LODs disapearing. \n"
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+ " Disable this if you see LODs disappearing. \n"
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+ " (Which may happen if you are using a camera mod) \n")
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.define("disableDirectionalCulling", false);
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@@ -295,7 +295,7 @@ public class LodConfig
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+ " This will show player made structures, which can \n"
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+ " be useful if you are adding the mod to a pre-existing world. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
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allowUnstableFeatureGeneration = builder
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@@ -346,7 +346,7 @@ public class LodConfig
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.comment("\n\n"
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+ " This is how many threads are used when building vertex buffers \n"
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+ " (The things sent to your GPU to draw the LODs). \n"
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+ " If you experience high CPU useage when NOT generating distant \n"
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+ " If you experience high CPU usage when NOT generating distant \n"
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+ " LODs, lower this number. \n"
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+ " \n"
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+ " The maximum value is the number of logical processors on your CPU. \n"
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@@ -158,7 +158,7 @@ public class LodDimensionFileHandler
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{
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// the file we are reading is a newer version,
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// close the reader and ignore the file, we don't
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// want to accidently delete anything the user may want.
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// want to accidentally delete anything the user may want.
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inputStream.close();
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ClientProxy.LOGGER.info("Newer LOD region file for region: (" + regionX + "," + regionZ + ")"
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+ " version found: " + fileVersion
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@@ -292,7 +292,7 @@ public class LodDimensionFileHandler
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if (fileVersion > LOD_SAVE_FILE_VERSION)
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{
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// the file we are reading is a newer version,
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// don't write anything, we don't want to accidently
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// don't write anything, we don't want to accidentally
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// delete anything the user may want.
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return;
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}
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@@ -31,7 +31,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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/**
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* This class is used to mix in my rendering code
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* before Minecraft starts rendering blocks.
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* If this wasn't done and we used Forge's
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* If this wasn't done, and we used Forge's
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* render last event, the LODs would render on top
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* of the normal terrain.
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*
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@@ -428,7 +428,7 @@ public class LodDimension
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// try to get the region from file
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regions[x][z] = getRegionFromFile(regionPos, levelToGen, generationMode, verticalQuality);
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// if there is no region file create a empty region
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// if there is no region file create an empty region
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if (regions[x][z] == null)
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regions[x][z] = new LodRegion(levelToGen, regionPos, generationMode, verticalQuality);
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@@ -474,7 +474,7 @@ public class LodDimension
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{
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try
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{
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// mark the region as dirty so it will be saved to disk
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// mark the region as dirty, so it will be saved to disk
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int xIndex = (regionPosX - center.x) + halfWidth;
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int zIndex = (regionPosZ - center.z) + halfWidth;
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@@ -34,7 +34,7 @@ public class NearFarFogSettings
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public NearOrFarSetting far = new NearOrFarSetting(FogDistance.FAR);
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/** If true that means Minecraft is
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* rendering fog along side us */
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* rendering fog alongside us */
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public boolean vanillaIsRenderingFog = true;
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public NearFarFogSettings()
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@@ -150,7 +150,7 @@ public class PosToGenerateContainer
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@Override
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public String toString()
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{
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// TOOD is this commented code still useful?
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// TODO is this commented code still useful?
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// if so why have it commented out?
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@@ -35,7 +35,7 @@ public class PosToRenderContainer
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public void addPosToRender(byte detailLevel, int posX, int posZ)
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{
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// When rapidly changing dimensions the bufferBuidler can cause this,
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// When rapidly changing dimensions the bufferBuilder can cause this,
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// James isn't sure why, but this will prevent an exception at
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// the very least (while stilling logging the problem).
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if (numberOfPosToRender >= posToRender.length)
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@@ -268,7 +268,7 @@ public class ClientProxy
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renderer = new LodRenderer(lodBufferBuilder);
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// make sure the nulled objects are freed.
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// make sure the nilled objects are freed.
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// (this prevents an out of memory error when
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// changing worlds)
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System.gc();
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@@ -327,7 +327,7 @@ public class ClientProxy
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/**
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* Re-sizes all LodDimensions if they needs to be.
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* Re-sizes all LodDimensions if they need to be.
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*/
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private void viewDistanceChangedEvent()
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{
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@@ -374,7 +374,7 @@ public class ClientProxy
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}
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/**
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* this method reset some of the static data everytime we change world
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* this method reset some static data everytime we change world
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**/
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private void resetMod()
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{
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@@ -163,7 +163,7 @@ public class GlProxy
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else
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// hopefully this shouldn't happen, but
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// at least now we will be notified if it does happen
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throw new IllegalStateException(Thread.currentThread().getName() + " has a unkown OpenGl context: [" + currentContext + "]. Minecraft context [" + minecraftGlContext + "], LodBuilder context [" + lodBuilderGlContext + "], no context [0].");
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throw new IllegalStateException(Thread.currentThread().getName() + " has a unknown OpenGl context: [" + currentContext + "]. Minecraft context [" + minecraftGlContext + "], LodBuilder context [" + lodBuilderGlContext + "], no context [0].");
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}
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@@ -64,7 +64,7 @@ public class LodRenderer
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{
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/**
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* this is the light used when rendering the LODs,
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* it should be something different than what is used by Minecraft
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* it should be something different from what is used by Minecraft
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*/
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private static final int LOD_GL_LIGHT_NUMBER = GL11.GL_LIGHT2;
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@@ -88,7 +88,7 @@ public class LodRenderer
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/**
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* the OpenGL IDs for the vbos of the same indices.
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* These have to be separate because we can't override the
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* buffers in the VBOs (and we don't want too)
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* buffers in the VBOs (and we don't want to)
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*/
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private int[][][] storageBufferIds;
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@@ -183,13 +183,13 @@ public class LodRenderer
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// 2. we aren't already regenerating the LODs
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// 3. we aren't waiting for the build and draw buffers to swap
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// (this is to prevent thread conflicts)
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if ((partialRegen || fullRegen) && !lodBufferBuilder.generatingBuffers && !lodBufferBuilder.newBuffersAvaliable())
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if ((partialRegen || fullRegen) && !lodBufferBuilder.generatingBuffers && !lodBufferBuilder.newBuffersAvailable())
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{
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// generate the LODs on a separate thread to prevent stuttering or freezing
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lodBufferBuilder.generateLodBuffersAsync(this, lodDim, mc.getPlayer().blockPosition(), true);
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// the regen process has been started,
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// it will be done when lodBufferBuilder.newBuffersAvaliable()
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// it will be done when lodBufferBuilder.newBuffersAvailable()
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// is true
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fullRegen = false;
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partialRegen = false;
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@@ -198,7 +198,7 @@ public class LodRenderer
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// TODO move the buffer regeneration logic into its own class (probably called in the client proxy instead)
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// ...ending here
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if (lodBufferBuilder.newBuffersAvaliable())
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if (lodBufferBuilder.newBuffersAvailable())
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{
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swapBuffers();
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}
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@@ -228,12 +228,12 @@ public class LodRenderer
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GL11.glDisable(GL11.GL_LIGHT0);
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GL11.glDisable(GL11.GL_LIGHT1);
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// get the default projection matrix so we can
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// get the default projection matrix, so we can
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// reset it after drawing the LODs
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float[] mcProjMatrixRaw = new float[16];
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GL11.glGetFloatv(GL11.GL_PROJECTION_MATRIX, mcProjMatrixRaw);
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Matrix4f mcProjectionMatrix = new Matrix4f(mcProjMatrixRaw);
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// OpenGl outputs their matricies in col,row form instead of row,col
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// OpenGl outputs their matrices in col,row form instead of row,col
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// (or maybe vice versa I have no idea :P)
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mcProjectionMatrix.transpose();
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@@ -248,7 +248,7 @@ public class LodRenderer
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NearFarFogSettings fogSettings = determineFogSettings();
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// determine the current fog settings so they can be
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// determine the current fog settings, so they can be
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// reset after drawing the LODs
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float defaultFogStartDist = GL11.glGetFloat(GL11.GL_FOG_START);
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float defaultFogEndDist = GL11.glGetFloat(GL11.GL_FOG_END);
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@@ -393,15 +393,10 @@ public class LodRenderer
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{
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// for more realistic fog when using FAR
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if (LodConfig.CLIENT.graphics.fogDistance.get() == FogDistance.NEAR_AND_FAR)
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{
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RenderSystem.fogStart(farPlaneBlockDistance * 0.9f);
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RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
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}
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else
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{
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RenderSystem.fogStart(farPlaneBlockDistance * 0.1f);
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RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
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}
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RenderSystem.fogEnd(farPlaneBlockDistance * 1.0f);
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}
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else if (fogQuality == FogQuality.FAST)
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{
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@@ -446,7 +441,7 @@ public class LodRenderer
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RenderSystem.fogMode(defaultFogMode);
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GL11.glFogi(NVFogDistance.GL_FOG_DISTANCE_MODE_NV, defaultFogDistance);
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// disable fog if Minecraft wasn't rendering fog
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// disable fog if Minecraft wasn't rendering fog,
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// but we were
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if (!fogSettings.vanillaIsRenderingFog &&
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(fogSettings.near.quality != FogQuality.OFF ||
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@@ -507,7 +502,7 @@ public class LodRenderer
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boolean lodProjUseFov;
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boolean defaultMcProjUseFov;
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private FovTest(boolean newLodProjUseFov, boolean newDefaultMcProjUseFov)
|
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FovTest(boolean newLodProjUseFov, boolean newDefaultMcProjUseFov)
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{
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lodProjUseFov = newLodProjUseFov;
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defaultMcProjUseFov = newDefaultMcProjUseFov;
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@@ -536,7 +531,7 @@ public class LodRenderer
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// true here means use "use fov setting" (probably)
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// this logic strips away the defaultMcProj matrix so we
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// this logic strips away the defaultMcProj matrix, so we
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// can get the distortionMatrix, which represents all
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// transformations, zooming, distortions, etc. done
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// to Minecraft's Projection matrix
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@@ -556,7 +551,7 @@ public class LodRenderer
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}
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/** setup the lighting to be used for the LODs */
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///** setup the lighting to be used for the LODs */
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/*private void setupLighting(LodDimension lodDimension, float partialTicks)
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{
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// Determine if the player has night vision
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@@ -42,7 +42,7 @@ public class RenderUtil
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/**
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* Returns if the given ChunkPos is in the loaded area of the world.
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* @param centerCoordinate the center of the loaded world (probably the player's ChunkPos)
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* @param center the center of the loaded world (probably the player's ChunkPos)
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*/
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public static boolean isChunkPosInLoadedArea(ChunkPos pos, ChunkPos center)
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{
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@@ -101,9 +101,9 @@ public class RenderUtil
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* Returns the maxViewDistanceMultiplier for the given LodTemplate
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* at the given LodDetail level.
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*/
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/*public static int getMaxRadiusMultiplierWithAvaliableMemory(LodTemplate lodTemplate, int detailLevel)
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/*public static int getMaxRadiusMultiplierWithAvailableMemory(LodTemplate lodTemplate, int detailLevel)
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{
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int maxNumberOfLods = LodRenderer.MAX_ALOCATEABLE_DIRECT_MEMORY / lodTemplate.getBufferMemoryForSingleLod();
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int maxNumberOfLods = LodRenderer.MAX_ALLOCATABLE_DIRECT_MEMORY / lodTemplate.getBufferMemoryForSingleLod();
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int numbLodsWide = (int) Math.sqrt(maxNumberOfLods);
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return numbLodsWide / (2 * mc.getRenderDistance());
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@@ -144,9 +144,9 @@ public class RenderUtil
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*/
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||||
private static boolean isNormalizedVectorInViewFrustum(Vector3d objectVector, Vector3d cameraDir)
|
||||
{
|
||||
// the -0.1 is to offer a slight buffer so we are
|
||||
// the -0.1 is to offer a slight buffer, so we are
|
||||
// more likely to render LODs and thus, hopefully prevent
|
||||
// flickering or odd disappearences
|
||||
// flickering or odd disappearances
|
||||
return objectVector.dot(cameraDir) > -0.1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,7 +57,7 @@ public class ColorUtil
|
||||
}
|
||||
|
||||
/**
|
||||
* Edit the given color as a HSV (Hue Saturation Value) color.
|
||||
* Edit the given color as an HSV (Hue Saturation Value) color.
|
||||
*/
|
||||
public static int applySaturationAndBrightnessMultipliers(int color, float saturationMultiplier, float brightnessMultiplier)
|
||||
{
|
||||
@@ -69,7 +69,7 @@ public class ColorUtil
|
||||
}
|
||||
|
||||
/**
|
||||
* Edit the given color as a HSV (Hue Saturation Value) color.
|
||||
* Edit the given color as an HSV (Hue Saturation Value) color.
|
||||
*/
|
||||
public static int changeBrightness(int color, float brightness)
|
||||
{
|
||||
@@ -81,7 +81,7 @@ public class ColorUtil
|
||||
}
|
||||
|
||||
/**
|
||||
* Edit the given color as a HSV (Hue Saturation Value) color.
|
||||
* Edit the given color as an HSV (Hue Saturation Value) color.
|
||||
*/
|
||||
public static int changeBrightnessValue(int color, int brightnessColor)
|
||||
{
|
||||
|
||||
@@ -26,7 +26,7 @@ public class DataPointUtil
|
||||
*/
|
||||
|
||||
// Reminder: bytes have range of [-128, 127].
|
||||
// When converting to or from a int a 128 should be added or removed.
|
||||
// When converting to or from an int a 128 should be added or removed.
|
||||
// If there is a bug with color then it's probably caused by this.
|
||||
|
||||
//To be used in the future for negative value
|
||||
@@ -193,7 +193,7 @@ public class DataPointUtil
|
||||
}
|
||||
|
||||
/**
|
||||
* This is used to convert a dataPoint to string (usefull for the print function)
|
||||
* This is used to convert a dataPoint to string (useful for the print function)
|
||||
* @param dataPoint
|
||||
* @return
|
||||
*/
|
||||
|
||||
@@ -204,9 +204,9 @@ public class LodUtil
|
||||
/**
|
||||
* Convert a 2D absolute position into a quad tree relative position.
|
||||
*/
|
||||
public static int convertLevelPos(int pos, int currectDetailLevel, int targetDetailLevel)
|
||||
public static int convertLevelPos(int pos, int currentDetailLevel, int targetDetailLevel)
|
||||
{
|
||||
return Math.floorDiv(pos, (int) Math.pow(2, targetDetailLevel - currectDetailLevel));
|
||||
return Math.floorDiv(pos, (int) Math.pow(2, targetDetailLevel - currentDetailLevel));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -352,7 +352,7 @@ public class LodUtil
|
||||
|
||||
/**
|
||||
* Returns the GPU memory needed if all LODs in
|
||||
* a the given region are rendered.
|
||||
* the given region are rendered.
|
||||
*
|
||||
* @param regionPosX x region position to check
|
||||
* @param regionPosZ z region position to check
|
||||
@@ -444,7 +444,7 @@ public class LodUtil
|
||||
|
||||
if (playerPos.getY() <= lodAverageHeight)
|
||||
{
|
||||
// don't draw Lod's that are taller than the player
|
||||
// don't draw LODs that are taller than the player
|
||||
// to prevent LODs being drawn on top of the player
|
||||
posToSkip.add(new ChunkPos(x, z));
|
||||
}
|
||||
@@ -467,17 +467,17 @@ public class LodUtil
|
||||
{
|
||||
HashSet<ChunkPos> loadedPos = new HashSet<>();
|
||||
|
||||
// Wow those are some long names!
|
||||
// Wow, those are some long names!
|
||||
|
||||
// go through every RenderInfo to get the compiled chunks
|
||||
WorldRenderer renderer = mc.getLevelRenderer();
|
||||
for (WorldRenderer.LocalRenderInformationContainer worldrenderer$localrenderinformationcontainer : renderer.renderChunks)
|
||||
for (WorldRenderer.LocalRenderInformationContainer worldRenderer$LocalRenderInformationContainer : renderer.renderChunks)
|
||||
{
|
||||
CompiledChunk compiledChunk = worldrenderer$localrenderinformationcontainer.chunk.getCompiledChunk();
|
||||
CompiledChunk compiledChunk = worldRenderer$LocalRenderInformationContainer.chunk.getCompiledChunk();
|
||||
if (!compiledChunk.hasNoRenderableLayers())
|
||||
{
|
||||
// add the ChunkPos for every rendered chunk
|
||||
BlockPos bpos = worldrenderer$localrenderinformationcontainer.chunk.getOrigin();
|
||||
BlockPos bpos = worldRenderer$LocalRenderInformationContainer.chunk.getOrigin();
|
||||
|
||||
loadedPos.add(new ChunkPos(bpos));
|
||||
}
|
||||
@@ -492,7 +492,7 @@ public class LodUtil
|
||||
* @param vanillaRenderedChunks matrix of the vanilla rendered chunks
|
||||
* @param x relative (to the matrix) x chunk to check
|
||||
* @param z relative (to the matrix) z chunk to check
|
||||
* @return true if and only if the chunk is a the border of the rendereble chunks
|
||||
* @return true if and only if the chunk is a border of the renderable chunks
|
||||
*/
|
||||
public static boolean isBorderChunk(boolean[][] vanillaRenderedChunks, int x, int z)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user