protected void createRenderChunks(IRenderChunkFactory renderChunkFactory) { int i = this.countChunksX * this.countChunksY * this.countChunksZ; this.renderChunks = new RenderChunk[i]; int j = 0; for (int k = 0; k < this.countChunksX; ++k) { for (int l = 0; l < this.countChunksY; ++l) { for (int i1 = 0; i1 < this.countChunksZ; ++i1) { int j1 = (i1 * this.countChunksY + l) * this.countChunksX + k; BlockPos blockpos = new BlockPos(k * 16, l * 16, i1 * 16); this.renderChunks[j1] = renderChunkFactory.makeRenderChunk(this.world, this.renderGlobal, blockpos, j++); } } } }
protected void createRenderChunks(IRenderChunkFactory renderChunkFactory) { int i = this.countChunksX * this.countChunksY * this.countChunksZ; this.renderChunks = new RenderChunk[i]; int j = 0; for (int k = 0; k < this.countChunksX; ++k) { for (int l = 0; l < this.countChunksY; ++l) { for (int i1 = 0; i1 < this.countChunksZ; ++i1) { int j1 = (i1 * this.countChunksY + l) * this.countChunksX + k; this.renderChunks[j1] = renderChunkFactory.create(this.world, this.renderGlobal, j++); this.renderChunks[j1].setPosition(k * 16, l * 16, i1 * 16); } } } }
protected void createRenderChunks(IRenderChunkFactory renderChunkFactory) { int i = this.countChunksX * this.countChunksY * this.countChunksZ; this.renderChunks = new RenderChunk[i]; int j = 0; for (int k = 0; k < this.countChunksX; ++k) { for (int l = 0; l < this.countChunksY; ++l) { for (int i1 = 0; i1 < this.countChunksZ; ++i1) { int j1 = (i1 * this.countChunksY + l) * this.countChunksX + k; this.renderChunks[j1] = renderChunkFactory.create(this.world, this.renderGlobal, j++); this.renderChunks[j1].setOrigin(k * 16, l * 16, i1 * 16); } } } }
public ViewFrustum(World worldIn, int renderDistanceChunks, RenderGlobal p_i46246_3_, IRenderChunkFactory renderChunkFactory) { this.renderGlobal = p_i46246_3_; this.world = worldIn; this.setCountChunksXYZ(renderDistanceChunks); this.createRenderChunks(renderChunkFactory); }
public ViewFrustum(World worldIn, int renderDistanceChunks, RenderGlobal renderGlobalIn, IRenderChunkFactory renderChunkFactory) { this.renderGlobal = renderGlobalIn; this.world = worldIn; this.setCountChunksXYZ(renderDistanceChunks); this.createRenderChunks(renderChunkFactory); }
public BlockSystemViewFrustum(BlockSystemRenderer renderer, BlockSystem blockSystem, int renderDistance, RenderGlobal renderGlobal, IRenderChunkFactory factory) { this.renderer = renderer; this.blockSystem = blockSystem; this.factory = factory; this.renderGlobal = renderGlobal; this.setRenderDistance(renderDistance); this.populateChunks(); }