Add labels and move sendDataToGPU
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@@ -115,10 +115,10 @@ public class LodRenderer
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// get the camera location
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Entity entity = mc.player;
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double cameraX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * partialTicks;
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double cameraY = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * partialTicks;
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double cameraZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * partialTicks;
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Entity player = mc.player;
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double cameraX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
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double cameraY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
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double cameraZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
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int playerXChunkOffset = ((int) cameraX / 16) * 16;
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int playerZChunkOffset = ((int) cameraZ / 16) * 16;
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@@ -159,7 +159,9 @@ public class LodRenderer
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//=================//
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// create the LODs //
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//=================//
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mc.world.profiler.endStartSection("LOD generation");
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@@ -270,15 +272,13 @@ public class LodRenderer
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mc.world.profiler.endStartSection("LOD pre draw");
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// send the LODs over to the GPU
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sendDataToGPU(lodArray, colorArray);
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//===========================//
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// GL settings for rendering //
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//===========================//
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// determine how far the game's render distance is currently set
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farPlaneDistance = mc.gameSettings.renderDistanceChunks * 16;
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@@ -298,6 +298,18 @@ public class LodRenderer
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_BLEND);
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//===========//
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// rendering //
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//===========//
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mc.world.profiler.endStartSection("LOD pre draw");
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// send the LODs over to the GPU
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sendDataToGPU(lodArray, colorArray);
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mc.world.profiler.endStartSection("LOD draw");
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// draw the LODs
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tessellator.draw();
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@@ -308,6 +320,10 @@ public class LodRenderer
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//=========//
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// cleanup //
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//=========//
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mc.world.profiler.endStartSection("LOD cleanup");
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@@ -327,6 +343,7 @@ public class LodRenderer
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// This is about how long this whole process should take
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// 16 ms = 60 hz
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long endTime = System.nanoTime();
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// end of profiler tracking
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mc.world.profiler.endSection();
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