Move the setupBuffers method to the ClientProxy
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@@ -244,13 +244,6 @@ public class LodNodeRenderer
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// (this is to prevent thread conflicts)
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if (regen && !lodNodeBufferBuilder.generatingBuffers && !lodNodeBufferBuilder.newBuffersAvaliable())
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{
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// this will mainly happen when the view distance is changed
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int renderDistance = mc.options.renderDistance;
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int lodMultiplier = LodConfig.CLIENT.lodChunkRadiusMultiplier.get();
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if (renderDistance != ClientProxy.previousChunkRenderDistance ||
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lodMultiplier != ClientProxy.previousLodMultiplierDistance)
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setupBuffers(lodDim.getWidth());
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// generate the LODs on a separate thread to prevent stuttering or freezing
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lodNodeBufferBuilder.generateLodBuffersAsync(this, lodDim, player.blockPosition(), numbChunksWide);
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@@ -608,7 +601,7 @@ public class LodNodeRenderer
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/**
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* Create all buffers that will be used.
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*/
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private void setupBuffers(int numbRegionsWide)
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public void setupBuffers(int numbRegionsWide)
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{
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// calculate the max amount of memory needed (in bytes)
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int bufferMemory = RenderUtil.getBufferMemoryForRegion();
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