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-rw-r--r--Minecraft.Client/LevelRenderer.h6
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