Base render primitive now draws correctly (no biomes yet though)
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@@ -26,15 +26,18 @@
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// increment this value if you've made a change to the c extesion
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// and want to force users to rebuild
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#define OVERVIEWER_EXTENSION_VERSION 20
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#define OVERVIEWER_EXTENSION_VERSION 21
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/* Python PIL, and numpy headers */
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#include <Python.h>
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#include <Imaging.h>
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#include <numpy/arrayobject.h>
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/* macro for getting a value out of various numpy arrays */
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#define getArrayByte3D(array, x,y,z) (*(unsigned char *)(PyArray_GETPTR3((array), (x), (y), (z))))
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/* macro for getting a value out of various numpy arrays the 3D arrays have
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interesting, swizzled coordinates because minecraft (anvil) stores blocks
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in y/z/x order */
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#define getArrayByte3D(array, x,y,z) (*(unsigned char *)(PyArray_GETPTR3((array), (y), (z), (x))))
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#define getArrayShort3D(array, x,y,z) (*(unsigned short *)(PyArray_GETPTR3((array), (y), (z), (x))))
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#define getArrayShort2D(array, x,y) (*(unsigned short *)(PyArray_GETPTR2((array), (x), (y))))
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/* generally useful MAX / MIN macros */
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@@ -67,7 +70,7 @@ typedef struct _RenderMode RenderMode;
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typedef struct {
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/* the regionset object, and chunk coords */
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PyObject *regionset;
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int chunkx, chunkz;
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int chunkx, chunky, chunkz;
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/* the tile image and destination */
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PyObject *img;
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@@ -81,7 +84,7 @@ typedef struct {
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/* the block position and type, and the block array */
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int x, y, z;
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unsigned char block;
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unsigned short block;
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unsigned char block_data;
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unsigned char block_pdata;
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