implemented hack to fix water grids. Water looks okay now!
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2
chunk.py
2
chunk.py
@@ -214,7 +214,7 @@ class ChunkRenderer(object):
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# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
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# (height is 128*12 high, plus the size of the horizontal plane: 16*12)
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if not img:
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img = Image.new("RGBA", (384, 1728))
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img = Image.new("RGBA", (384, 1728), (38,92,255,0))
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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@@ -251,7 +251,7 @@ def render_innertile(dest, name):
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return
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# Create the actual image now
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img = Image.new("RGBA", (384, 384))
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img = Image.new("RGBA", (384, 384), (38,92,255,0))
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if q0path:
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quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS)
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@@ -351,7 +351,7 @@ def render_worldtile(chunks, colstart, colend, rowstart, rowend, path):
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return
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# Compile this image
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tileimg = Image.new("RGBA", (width, height))
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tileimg = Image.new("RGBA", (width, height), (38,92,255,0))
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# col colstart will get drawn on the image starting at x coordinates -(384/2)
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# row rowstart will get drawn on the image starting at y coordinates -(192/2)
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@@ -139,7 +139,7 @@ def _build_block(top, side):
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top and side should be 16x16 image objects. Returns a 24x24 image
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"""
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img = Image.new("RGBA", (24,24))
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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top = _transform_image(top)
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