update config docs for observer
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@@ -181,13 +181,28 @@ the form ``key = value``. Two items take a different form:, ``worlds`` and
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This specifies the number of worker processes to spawn on the local machine
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to do work. It defaults to the number of CPU cores you have, if not
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specified.
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This can also be specified with :option:`--processes <-p>`
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e.g.::
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processes = 2
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.. _observer:
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``observer = <observer object>``
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This lets you configure how the progress of the render is reported. The
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default is to display a progress bar, unless run on Windows or with stderr
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redirected to a file. The default value will probably be fine for most
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people, but advanced users may want to make their own progress reporter (for
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a web service or something like that) or you may want to force a particular
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observer to be used. The observer object is expected to have at least ``start``,
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``add``, ``update``, and ``finish`` methods.
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e.g.::
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observer = ProgressBarObserver()
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.. _outputdir:
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@@ -253,7 +268,7 @@ values. The valid configuration keys are listed below.
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This is which rendermode to use for this render. There are many rendermodes
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to choose from. This can either be a rendermode object, or a string, in
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which case the rendermode object by that name is used.
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e.g.::
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"rendermode": "normal",
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@@ -291,7 +306,7 @@ values. The valid configuration keys are listed below.
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Selecting this rendermode doesn't automatically render your nether
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dimension. Be sure to also set the
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:ref:`dimension<option_dimension>` option to 'nether'.
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``"nether_lighting"``
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Similar to "nether" but with blocky lighting.
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@@ -302,9 +317,9 @@ values. The valid configuration keys are listed below.
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A cave render with depth tinting (blocks are tinted with a color
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dependent on their depth, so it's easier to tell overlapping caves
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apart)
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**Default:** ``"normal"``
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.. note::
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The value for the 'rendermode' key can be either a *string* or
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@@ -313,8 +328,8 @@ values. The valid configuration keys are listed below.
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objects. See :ref:`customrendermodes` for more information.
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``northdirection``
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This is direction that north will be rendered. This north direction will
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match the established north direction in the game where the sun rises in the
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This is direction that north will be rendered. This north direction will
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match the established north direction in the game where the sun rises in the
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east and sets in the west.
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Here are the valid north directions:
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@@ -327,27 +342,27 @@ values. The valid configuration keys are listed below.
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**Default:** ``"upper-left"``
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``rerenderprob``
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This is the probability that a tile will be rerendered even though there may
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have been no changes to any blocks within that tile. Its value should be a
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This is the probability that a tile will be rerendered even though there may
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have been no changes to any blocks within that tile. Its value should be a
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floating point number between 0.0 and 1.0.
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**Default:** ``0``
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``imgformat``
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This is which image format to render the tiles into. Its value should be a
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string containing "png", "jpg", or "jpeg".
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This is which image format to render the tiles into. Its value should be a
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string containing "png", "jpg", or "jpeg".
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**Default:** ``"png"``
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``imgquality``
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This is the image quality used when saving the tiles into the JPEG image
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This is the image quality used when saving the tiles into the JPEG image
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format. Its value should be an integer between 0 and 100.
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**Default:** ``95``
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``bgcolor``
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This is the background color to be displayed behind the map. Its value
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should be either a string in the standard HTML color syntax or a 4-tuple in
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This is the background color to be displayed behind the map. Its value
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should be either a string in the standard HTML color syntax or a 4-tuple in
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the format of (r,b,g,a). The alpha entry should be set to 0.
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**Default:** ``#1a1a1a``
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@@ -414,7 +429,7 @@ values. The valid configuration keys are listed below.
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configuration file. If you use :option:`--forcerender`, then all 3 of those
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renders get re-rendered completely. However, if you just need one of them
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re-rendered, that's unnecessary extra work.
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If you set ``'forcerender': True,`` on just one of those renders, then just
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that one gets re-rendered completely. The other two render normally (only
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tiles that need updating are rendered).
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@@ -454,7 +469,7 @@ values. The valid configuration keys are listed below.
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``markers``
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This controls the display of markers, signs, and other points of interest
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in the output HTML. It should be a list of filter functions.
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in the output HTML. It should be a list of filter functions.
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.. note::
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@@ -462,7 +477,7 @@ values. The valid configuration keys are listed below.
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markers and signs on our map, you must also run the genPO script. See
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the :doc:`Signs and markers<signs>` section for more details and documenation.
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**Default:** ``[]`` (an empty list)
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.. _customrendermodes:
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@@ -523,7 +538,7 @@ EdgeLines
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the background.
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**Options**
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opacity
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The darkness of the edge lines, from 0.0 to 1.0. Default: 0.15
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@@ -579,9 +594,9 @@ MineralOverlay
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Color the map according to what minerals can be found
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underneath. Either use this on top of other modes, or on top of
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ClearBase to create a pure overlay.
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**Options**
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minerals
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A list of (blockid, (r, g, b)) tuples to use as colors. If not
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provided, a default list of common minerals is used.
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