diff --git a/voxygen/src/render/pipelines/mod.rs b/voxygen/src/render/pipelines/mod.rs index 7f3c7cb194..2175cbe57d 100644 --- a/voxygen/src/render/pipelines/mod.rs +++ b/voxygen/src/render/pipelines/mod.rs @@ -431,7 +431,6 @@ impl GlobalsLayouts { wgpu::BindGroupLayoutEntry { binding: 14, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, - // TODO: is this relevant? ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, diff --git a/voxygen/src/scene/lod.rs b/voxygen/src/scene/lod.rs index 410b1529f7..58f1c58306 100644 --- a/voxygen/src/scene/lod.rs +++ b/voxygen/src/scene/lod.rs @@ -13,6 +13,7 @@ use common::{ lod, spiral::Spiral2d, util::srgba_to_linear, + weather }; use hashbrown::HashMap; use std::ops::Range; @@ -52,7 +53,7 @@ impl Lod { client.world_data().lod_base.raw(), client.world_data().lod_alt.raw(), client.world_data().lod_horizon.raw(), - client.world_data().chunk_size().as_() / 16, // TODO: Send this from the server. + client.world_data().chunk_size().as_() / weather::CHUNKS_PER_CELL, settings.graphics.lod_detail.max(100).min(2500), /* TODO: figure out how we want to do this without color borders? * water_color().into_array().into(), */ diff --git a/voxygen/src/scene/terrain.rs b/voxygen/src/scene/terrain.rs index dbc9608dc8..70c58a7b8d 100644 --- a/voxygen/src/scene/terrain.rs +++ b/voxygen/src/scene/terrain.rs @@ -1514,7 +1514,7 @@ impl Terrain { // Find a way to keep this? // .filter(|chunk| chunk.can_shadow_sun()) .filter_map(|chunk| { - // TODO: Should the fuid model also be considered here? + // TODO: Should the fluid model also be considered here? chunk .opaque_model .as_ref()