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| author | qwasdrizzel <145519042+qwasdrizzel@users.noreply.github.com> | 2026-03-16 21:44:26 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-16 21:44:26 -0500 |
| commit | ce739f6045ec72127491286ea3f3f21e537c1b55 (patch) | |
| tree | f33bd42a47c1b4a7b2153a7fb77127ee3b407db9 /Minecraft.Client/LevelRenderer.h | |
| parent | 255a18fe8e9b57377975f82e2b227afe2a12eda0 (diff) | |
| parent | 5a59f5d146b43811dde6a5a0245ee9875d7b5cd1 (diff) | |
Merge branch 'smartcmd:main' into main
Diffstat (limited to 'Minecraft.Client/LevelRenderer.h')
| -rw-r--r-- | Minecraft.Client/LevelRenderer.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Minecraft.Client/LevelRenderer.h b/Minecraft.Client/LevelRenderer.h index bb2c0d13..37e0b813 100644 --- a/Minecraft.Client/LevelRenderer.h +++ b/Minecraft.Client/LevelRenderer.h @@ -27,7 +27,7 @@ using namespace std; // AP - this is a system that works out which chunks actually need to be grouped together via the deferral system when doing chunk::rebuild. Doing this will reduce the number // of chunks built in a single group and reduce the chance of seeing through the landscape when digging near the edges/corners of a chunk. -// I've added another chunk flag to mark a chunk critical so it swipes a bit from the reference count value (goes to 3 bits to 2). This works on Vita because it doesn't have +// I've added another chunk flag to mark a chunk critical so it swipes a bit from the reference count value (goes to 3 bits to 2). This works on Vita because it doesn't have // split screen reference counting. #ifdef __PSVITA__ #define _CRITICAL_CHUNKS @@ -61,7 +61,7 @@ public: #elif defined __PS3__ static const int MAX_COMMANDBUFFER_ALLOCATIONS = 110 * 1024 * 1024; // 4J - added #else - static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added + static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added #endif public: LevelRenderer(Minecraft *mc, Textures *textures); @@ -216,7 +216,7 @@ public: // 4J - added for new render list handling // This defines the maximum size of renderable level, must be big enough to cope with actual size of level + view distance at each side // so that we can render the "infinite" sea at the edges - static const int MAX_LEVEL_RENDER_SIZE[3]; + static const int MAX_LEVEL_RENDER_SIZE[3]; static const int DIMENSION_OFFSETS[3]; // This is the TOTAL area of columns of chunks to be allocated for render round the players. So for one player, it would be a region of // sqrt(PLAYER_RENDER_AREA) x sqrt(PLAYER_RENDER_AREA) @@ -271,7 +271,7 @@ public: XLockFreeStack<int> dirtyChunksLockFreeStack; bool dirtyChunkPresent; - __int64 lastDirtyChunkFound; + int64_t lastDirtyChunkFound; static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 125; // decreased from 250 to 125 - updated by detectiveren #ifdef _LARGE_WORLDS |
