Remove debug code and fix a potential OpenGL error
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@@ -514,10 +514,8 @@ public class LodBufferBuilder
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// make sure we are uploading to a different OpenGL context,
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// to prevent interference (IE stuttering) with the Minecraft context.
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glProxy.setGlContext(GlProxyContext.LOD_BUILDER);
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// only print console debugging for vboUpload once per upload cycle
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boolean bufferMapFail = false;
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for (int x = 0; x < buildableVbos.length; x++)
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{
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for (int z = 0; z < buildableVbos.length; z++)
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@@ -525,13 +523,13 @@ public class LodBufferBuilder
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if (fullRegen || lodDim.regen[x][z])
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{
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ByteBuffer builderBuffer = buildableBuffers[x][z].popNextBuffer().getSecond();
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bufferMapFail = vboUpload(buildableVbos[x][z], builderBuffer, bufferMapFail);
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vboUpload(buildableVbos[x][z], builderBuffer);
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lodDim.regen[x][z] = false;
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}
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}
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}
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// make sure all the buffers have been uploaded.
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// this probably is necessary, but it makes me feel good :)
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GL11.glFlush();
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@@ -543,6 +541,12 @@ public class LodBufferBuilder
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}
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finally
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{
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// make sure no buffer is bound
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if (glProxy.getGlContext() == GlProxyContext.LOD_BUILDER)
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{
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GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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}
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// make sure the context is disabled
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glProxy.setGlContext(GlProxyContext.NONE);
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}
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@@ -551,7 +555,7 @@ public class LodBufferBuilder
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/**
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* Uploads the uploadBuffer into the VBO in GPU memory.
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*/
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private boolean vboUpload(VertexBuffer vbo, ByteBuffer uploadBuffer, boolean bufferMapFail)
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private void vboUpload(VertexBuffer vbo, ByteBuffer uploadBuffer)
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{
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// this shouldn't happen, but just to be safe
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if (vbo.id != -1)
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@@ -571,14 +575,10 @@ public class LodBufferBuilder
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// is faster for transferring data. They must put the data in different memory
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// or something.
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GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, uploadBuffer);
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GL15C.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
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GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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}
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// just used to improve debug printing
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return bufferMapFail;
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}
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/**
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