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implemented hack to fix water grids. Water looks okay now!

This commit is contained in:
Andrew Brown
2010-09-15 21:52:57 -04:00
parent 9737a97d8a
commit 612307ff15
3 changed files with 4 additions and 4 deletions

View File

@@ -214,7 +214,7 @@ class ChunkRenderer(object):
# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
# (height is 128*12 high, plus the size of the horizontal plane: 16*12)
if not img:
img = Image.new("RGBA", (384, 1728))
img = Image.new("RGBA", (384, 1728), (38,92,255,0))
for x in xrange(15,-1,-1):
for y in xrange(16):

View File

@@ -251,7 +251,7 @@ def render_innertile(dest, name):
return
# Create the actual image now
img = Image.new("RGBA", (384, 384))
img = Image.new("RGBA", (384, 384), (38,92,255,0))
if q0path:
quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS)
@@ -351,7 +351,7 @@ def render_worldtile(chunks, colstart, colend, rowstart, rowend, path):
return
# Compile this image
tileimg = Image.new("RGBA", (width, height))
tileimg = Image.new("RGBA", (width, height), (38,92,255,0))
# col colstart will get drawn on the image starting at x coordinates -(384/2)
# row rowstart will get drawn on the image starting at y coordinates -(192/2)

View File

@@ -139,7 +139,7 @@ def _build_block(top, side):
top and side should be 16x16 image objects. Returns a 24x24 image
"""
img = Image.new("RGBA", (24,24))
img = Image.new("RGBA", (24,24), (38,92,255,0))
top = _transform_image(top)