Fixed rendering of new height and depth limit in 1.18
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@@ -1081,7 +1081,7 @@ class TileSet(object):
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max_chunk_mtime = 0
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for col, row, chunkx, chunky, chunkz, chunk_mtime in chunks:
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xpos = -192 + (col - colstart) * 192
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ypos = -96 + (row - rowstart) * 96 + (16 - 1 - chunky) * 192
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ypos = -96 + (row - rowstart) * 96 + (24 - 1 - chunky) * 192
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if chunk_mtime > max_chunk_mtime:
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max_chunk_mtime = chunk_mtime
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@@ -1324,12 +1324,12 @@ def get_tiles_by_chunk(chunkcol, chunkrow):
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colrange = (tilecol,)
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# If this chunk is in a row divisible by 4, then it touches the
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# tile above it as well. Also touches the next 4 tiles down (16
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# tile above it as well. Also touches the next 6 tiles down (24
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# rows)
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if chunkrow % 4 == 0:
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rowrange = range(tilerow - 4, tilerow + 32 + 1, 4)
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rowrange = range(tilerow - 4, tilerow + 48 + 1, 4)
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else:
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rowrange = range(tilerow, tilerow + 32 + 1, 4)
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rowrange = range(tilerow, tilerow + 48 + 1, 4)
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return product(colrange, rowrange)
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@@ -1360,12 +1360,12 @@ def get_chunks_by_tile(tile, regionset):
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# First do the odd. For each chunk in the tile's odd column the tile
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# "passes through" three chunk sections.
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oddcol_sections = []
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for i, y in enumerate(reversed(range(16))):
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for i, y in enumerate(reversed(range(24))):
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for row in range(tile.row + 3 - i * 2, tile.row - 2 - i * 2, -2):
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oddcol_sections.append((tile.col + 1, row, y))
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evencol_sections = []
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for i, y in enumerate(reversed(range(16))):
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for i, y in enumerate(reversed(range(24))):
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for row in range(tile.row + 4 - i * 2, tile.row - 3 - i * 2, -2):
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evencol_sections.append((tile.col + 2, row, y))
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evencol_sections.append((tile.col, row, y))
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