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textures are now only generated when actual *rendering* is done

This commit is contained in:
Aaron Griffith
2011-05-13 12:30:13 -04:00
parent d2c9b80239
commit 93424c296d
5 changed files with 63 additions and 48 deletions

View File

@@ -112,9 +112,6 @@ def _split_terrain(terrain):
return textures
# This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image())
def transform_image(img, blockID=None):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels
@@ -460,7 +457,6 @@ def _build_blockimages():
while len(allimages) < 256:
allimages.append(None)
return allimages
blockmap = _build_blockimages()
def load_water():
"""Evidentially, the water and lava textures are not loaded from any files
@@ -482,8 +478,6 @@ def load_water():
lavablock = _build_block(lavatexture, lavatexture)
blockmap[10] = lavablock.convert("RGB"), lavablock
blockmap[11] = blockmap[10]
load_water()
def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track"""
@@ -1541,11 +1535,6 @@ def tintTexture(im, c):
i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
return i
# generate biome (still grayscale) leaf, grass textures
biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
currentBiomeFile = None
currentBiomeData = None
grasscolor = None
@@ -1665,9 +1654,31 @@ special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
# and is harmless for normal maps
special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
# placeholders that are generated in generate()
terrain_images = None
blockmap = None
biome_grass_texture = None
biome_leaf_texture = None
specialblockmap = None
specialblockmap = {}
for blockID in special_blocks:
for data in special_map[blockID]:
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
def generate():
# This maps terainids to 16x16 images
global terrain_images
terrain_images = _split_terrain(_get_terrain_image())
# generate the normal blocks
global blockmap
blockmap = _build_blockimages()
load_water()
# generate biome (still grayscale) leaf, grass textures
global biome_grass_texture, biome_leaf_texture
biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
# generate the special blocks
global specialblockmap, special_blocks
specialblockmap = {}
for blockID in special_blocks:
for data in special_map[blockID]:
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)