fix: reduce max level render size to stay within laptop GPU display list limits

This commit is contained in:
JuiceyDev 2026-03-06 20:53:12 +01:00
parent a161fc41c8
commit 2565c7193c

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@ -91,12 +91,12 @@ const int LevelRenderer::DIMENSION_OFFSETS[3] = { 0, (overworldSize * overworldS
// Dimension idx 1 (nether) : 44 ( = 18 + 13 + 13 )
// Dimension idx 2 (the end) : 44 ( = 18 + 13 + 13 )
const int LevelRenderer::MAX_LEVEL_RENDER_SIZE[3] = { 80, 44, 44 };
const int LevelRenderer::MAX_LEVEL_RENDER_SIZE[3] = { 32, 32, 32 };
// Linked directly to the sizes in the previous array, these next values dictate the start offset for each dimension index into the global array for these things.
// Each dimension uses MAX_LEVEL_RENDER_SIZE[i]^2 * 8 indices, as a MAX_LEVEL_RENDER_SIZE * MAX_LEVEL_RENDER_SIZE * 8 sized cube of references.
const int LevelRenderer::DIMENSION_OFFSETS[3] = { 0, (80 * 80 * CHUNK_Y_COUNT) , (80 * 80 * CHUNK_Y_COUNT) + ( 44 * 44 * CHUNK_Y_COUNT ) };
const int LevelRenderer::DIMENSION_OFFSETS[3] = { 0, (32 * 32 * CHUNK_Y_COUNT) , (32 * 32 * CHUNK_Y_COUNT) + ( 32 * 32 * CHUNK_Y_COUNT ) };
#endif
LevelRenderer::LevelRenderer(Minecraft *mc, Textures *textures)