0

bumped docs to 0.4. Also lots of docs changes

Added faq entry about exorbitant memory usage

updated features section on the main page

Added a "what overviewer is not" section on main page

put new rendermodes on the options page

re-worded some things under the custom rendermodes section
This commit is contained in:
Andrew Brown
2011-12-17 01:39:13 -05:00
parent 6fb96ca8ab
commit 2c89cc645b
4 changed files with 96 additions and 16 deletions

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@@ -48,9 +48,9 @@ copyright = u'2010-2011 the Overviewer Team'
# built documents.
#
# The short X.Y version.
version = "0.3"
version = "0.4"
# The full version, including alpha/beta/rc tags.
release = "0.3.0"
release = "0.4"
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

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@@ -84,3 +84,20 @@ command lines, but information on how to do this has also not been written.
On a related note, we also welcome contributions for a graphical interface for
the Overviewer.
The Overviewer is eating up all my memory!
------------------------------------------
We have written The Overviewer with memory efficiency in mind. On even the
largest worlds we have at our disposal to test with, it should not be taking
more than a gigabyte or two. It varies of course, that number is only an
estimate, but most computers with a reasonable amount of RAM should run just
fine.
If you are seeing exorbitant memory usage, then it is likely either a bug or a
subtly corrupted world. Please file an issue or come talk to us on IRC so we can
take a look. See :ref:`help`.
We have had a few reports of The Overviewer eating all a system's RAM but we
have been unable to figure out why or duplicate the issue. Any help or evidence
you can provide us will help us figure this out!

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@@ -28,22 +28,55 @@ examples, see `The Example Wiki Page <https://github.com/overviewer/Minecraft-Ov
Features
========
* Renders large resolution images of your world, such that you can zoom in and
see details
* Renders high resolution images of your world, let's you "deep zoom" and see
details!
* Gloriously awesome smooth lighting is here! (use
:option:`--rendermodes=smooth-lighting <--rendermodes>`)
* Customizable textures! Pulls textures straight from your installed texture
pack!
* Outputs a Google Map powered interface that is memory efficient, both in
generating and viewing.
* Generates a Google Maps powered map!
* Runs on Linux, Windows, and Mac platforms!
* Renders efficiently in parallel, using as many simultaneous processes as you
want!
* Utilizes caching to speed up subsequent renderings of your world.
* *Only* requires: Python, Numpy, and PIL (all of which are included in the
Windows download!)
* Utilizes caching to speed up subsequent renderings of your world. Only parts
that need re-rendering are re-rendered.
* Throw the output directory up on a web server to share your Minecraft world
with everyone!
with the internet!
* Run The Overviewer from a command line or on a cron schedule for constantly
updated maps! Run it for your Minecraft server world to provide your users
with a detailed map!
What The Overviewer is not
--------------------------
Full disclosure disclaimers of what The Overviewer is *not*.
* It does not run fast. Because of the high level of detail, initial renders of
a world can take some time. Expect minutes for medium worlds, hours for large
to huge worlds. Subsequent renders are *much* faster due to the caching.
Also note that speed is improving all the time. We continually make efficiency
improvements to The Overviewer. Besides, for the level of detail provided,
our users consider it worth the time!
* Overviewer is not targeted at end users. We mainly see Overviewer fitting in
best with server operators, rendering their server's map for all users to
view.
You are welcome to use Overviewer for your single player worlds, and it will
work just fine. However, since the only interface is currently command line
based, you will need to know a bit about the command line in order to operate
The Overviewer.
Requirements
============
@@ -79,6 +112,7 @@ bad)**, head to the :doc:`Building <building>` page.
**For all other platforms** you will need to build it yourself.
:doc:`building`.
.. _help:
Help
====

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@@ -106,11 +106,25 @@ Useful Options
Powershell on Windows), you can also use a colon ':' or a forward slash '/'
to separate the modes.
Incomplete list of common render-modes for your convenience:
**More information is available in the** :ref:`render-modes` **section of the
docs**
List of built-in render-modes:
* normal
* lighting
* smooth-lighting
* smooth-night
* night
* cave
Built-in overlays:
* spawn
* mineral
.. note::
You can create custom rendermodes too! See the :ref:`custom-rendermodes`
section for more information!
Example::
@@ -123,8 +137,6 @@ Useful Options
Default: only render the normal mode
See the `Render Modes`_ section for more information.
.. cmdoption:: --list-rendermodes
List the available render modes, and a short description of each, and exit.
@@ -479,6 +491,8 @@ Less Useful Options
There are **more settings** that cannot be specified on the command line.
See the section below!
.. _settings-file:
Settings File
=============
@@ -539,6 +553,8 @@ In addition to the `Command line options`_, you can specify these options.
See the `Defining Custom Rendermodes`_ section for more information.
.. _render-modes:
Render Modes
============
@@ -574,6 +590,9 @@ relationships. Right now, it looks something like this:
* lighting
* smooth-lighting
* smooth-night
* night
* cave
@@ -651,14 +670,22 @@ color.
See the *settings.py* example below for an example usage of **minerals**.
.. _custom-rendermodes:
Defining Custom Rendermodes
---------------------------
Custom rendermodes allow you to take an existing rendermode, and define a new
one with a particular set of options. You can, for example, render two map
layers with the same mode, but with two different sets of options. You can do
this by defining a custom rendermode in your :ref:`settings-file`
Sometimes, you want to render two map layers with the same mode, but with two
different sets of options. For example, you way want to render a cave mode with
depth tinting, and another cave mode with lighting and no depth tinting. In this
case, you will want to define a 'custom' render mode that inherits from 'cave'
and uses the options you want. For example::
.. note::
You *must* use a :ref:`settings file <settings-file>` in order to define custom rendermodes.
Let's say you want to render a cave mode with depth tinting, and another cave
mode with lighting and no depth tinting. In this case, you can to define a
custom render mode that inherits from 'cave' and uses the options you want. Like
this::
custom_rendermodes = {
'cave-lighting': {
@@ -674,6 +701,8 @@ and uses the options you want. For example::
rendermode = ['cave', 'cave-lighting']
These lines would go in your settings file as written.
Each entry in ``custom_rendermodes`` starts with the mode name, and is followed
by a dictionary of mode information, such as the parent mode and description
(for your reference), a label for use on the map, as well as the options to