@@ -1353,14 +1353,6 @@ public synchronized void loadChunks(TaskTracker taskTracker, World world, Map<Re
13531353 dryFoliageTexture ,
13541354 waterTexture );
13551355 }
1356-
1357- // TODO we could skip blending the grass, foliage and dry foliage textures in this case
1358- if (!biomeUsed ) {
1359- grassTexture = biomeStructureFactory .create ();
1360- foliageTexture = biomeStructureFactory .create ();
1361- dryFoliageTexture = biomeStructureFactory .create ();
1362- // the water texture is still used to check for loaded chunks and tint the water plane
1363- }
13641356 } else {
13651357 BiomeBlendingUtility .chunk2DBlur (
13661358 cp ,
@@ -1374,14 +1366,6 @@ public synchronized void loadChunks(TaskTracker taskTracker, World world, Map<Re
13741366 foliageTexture ,
13751367 dryFoliageTexture ,
13761368 waterTexture );
1377-
1378- // TODO we could skip blending the grass, foliage and dry foliage textures in this case
1379- if (!biomeUsed ) {
1380- grassTexture = biomeStructureFactory .create ();
1381- foliageTexture = biomeStructureFactory .create ();
1382- dryFoliageTexture = biomeStructureFactory .create ();
1383- // the water texture is still used to check for loaded chunks and tint the water plane
1384- }
13851369 }
13861370 } else {
13871371 if (use3dBiomes ) {
@@ -1396,12 +1380,12 @@ public synchronized void loadChunks(TaskTracker taskTracker, World world, Map<Re
13961380 int id = biomePaletteIdxStructure .get (wx , wy , wz );
13971381
13981382 Biome biome = biomePalette .get (id );
1399- if (biomeUsed ) {
1400- grassTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .grassColorLinear );
1401- foliageTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .foliageColorLinear );
1402- dryFoliageTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .dryFoliageColorLinear );
1403- }
1404- // the water texture is used to check for loaded chunks and tint the water plane, so we always need that one
1383+ if (biomeUsed ) {
1384+ grassTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .grassColorLinear );
1385+ foliageTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .foliageColorLinear );
1386+ dryFoliageTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .dryFoliageColorLinear );
1387+ }
1388+ // the water texture is used to check for loaded chunks and tint the water plane, so we always need that one
14051389 waterTexture .set (cp .x * 16 + x - origin .x , sectionY * 16 + y - origin .y , cp .z * 16 + z - origin .z , biome .waterColorLinear );
14061390 }
14071391 }
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