This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
65 lines
1.3 KiB
C++
65 lines
1.3 KiB
C++
#include "stdafx.h"
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#include "..\Minecraft.World\IntBuffer.h"
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#include "OffsettedRenderList.h"
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// 4J added
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OffsettedRenderList::OffsettedRenderList()
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{
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x = y = z = 0;
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xOff = yOff = zOff = 0;
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lists = MemoryTracker::createIntBuffer(1024 * 64);
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inited = false;
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rendered = false;
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}
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void OffsettedRenderList::init(int x, int y, int z, double xOff, double yOff, double zOff)
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{
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inited = true;
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lists->clear();
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this->x = x;
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this->y = y;
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this->z = z;
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this->xOff = (float) xOff;
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this->yOff = (float) yOff;
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this->zOff = (float) zOff;
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}
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bool OffsettedRenderList::isAt(int x, int y, int z)
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{
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if (!inited) return false;
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return x == this->x && y == this->y && z == this->z;
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}
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void OffsettedRenderList::add(int list)
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{
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// 4J - added - chunkList::getList returns -1 when chunks aren't visible, we really don't want to end up sending that to glCallLists
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if( list >= 0 )
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{
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lists->put(list);
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}
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if (lists->remaining() == 0) render();
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}
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void OffsettedRenderList::render()
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{
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if (!inited) return;
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if (!rendered)
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{
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lists->flip();
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rendered = true;
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}
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if (lists->remaining() > 0)
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{
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glPushMatrix();
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glTranslatef(x - xOff, y - yOff, z - zOff);
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glCallLists(lists);
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glPopMatrix();
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}
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}
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void OffsettedRenderList::clear()
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{
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inited = false;
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rendered = false;
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} |