diff options
| author | void_17 <heroerror3@gmail.com> | 2026-03-02 15:53:32 +0700 |
|---|---|---|
| committer | void_17 <heroerror3@gmail.com> | 2026-03-02 15:53:32 +0700 |
| commit | d63f79325f85e014361eb8cf1e41eaebedb1ae71 (patch) | |
| tree | d9f28714afd516bc2450f33b0a77c5e05ff4de90 /Minecraft.Client/LevelRenderer.h | |
| parent | d6ec138710461294c3ffd2723bc8a9f212d3471f (diff) | |
Get rid of MSVC's __int64
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
Diffstat (limited to 'Minecraft.Client/LevelRenderer.h')
| -rw-r--r-- | Minecraft.Client/LevelRenderer.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Minecraft.Client/LevelRenderer.h b/Minecraft.Client/LevelRenderer.h index c0a98bba..b2bd5eb2 100644 --- a/Minecraft.Client/LevelRenderer.h +++ b/Minecraft.Client/LevelRenderer.h @@ -26,7 +26,7 @@ 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 @@ -203,7 +203,7 @@ 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) @@ -258,7 +258,7 @@ public: XLockFreeStack<int> dirtyChunksLockFreeStack; bool dirtyChunkPresent; - __int64 lastDirtyChunkFound; + int64_t lastDirtyChunkFound; static const int FORCE_DIRTY_CHUNK_CHECK_PERIOD_MS = 250; #ifdef _LARGE_WORLDS |
