diff --git a/src/net/torvald/terrarum/blockproperties/BlockProp.kt b/src/net/torvald/terrarum/blockproperties/BlockProp.kt index 8bca216e8..75d2610d2 100644 --- a/src/net/torvald/terrarum/blockproperties/BlockProp.kt +++ b/src/net/torvald/terrarum/blockproperties/BlockProp.kt @@ -16,8 +16,7 @@ class BlockProp { var shadeColG = 0f var shadeColB = 0f var shadeColA = 0f - - lateinit var opacity: Color + var opacity: Color = Color(0) var strength: Int = 0 var density: Int = 0 @@ -36,7 +35,7 @@ class BlockProp { var lumColG = 0f var lumColB = 0f var lumColA = 0f - lateinit var internalLumCol: Color + var internalLumCol: Color = Color(0) /** * @param luminosity diff --git a/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt b/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt index b37f69bd1..723895e95 100644 --- a/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt +++ b/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt @@ -213,7 +213,7 @@ object LightmapRenderer { // set sunlight sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT) - AppLoader.measureDebugTime("Renderer.Preload") { + AppLoader.measureDebugTime("Renderer.LightPreload") { // this is to recycle pre-calculated lights and shades for all 4 rounds. // the old code always re-calculates them (calls 'getLightsAndShades()') for every blocks for every round. // the light source information can also be used to create no-op mask? I'm sceptical about that, there must