updated biome rendering to use latest Biome Extractor format
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13
chunk.py
13
chunk.py
@@ -675,9 +675,9 @@ class ChunkRenderer(object):
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if self.world.useBiomeData:
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biomeColorData = textures.getBiomeData(self.world.worlddir,
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self.chunkX, self.chunkY)
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# in the 8x8 block of biome data, what chunk is this?l
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startX = (self.chunkX - int(math.floor(self.chunkX/8)*8))
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startY = (self.chunkY - int(math.floor(self.chunkY/8)*8))
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# in the 32x32 block of biome data, what chunk is this?l
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startX = (self.chunkX - int(math.floor(self.chunkX/32)*32))
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startY = (self.chunkY - int(math.floor(self.chunkY/32)*32))
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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@@ -717,14 +717,17 @@ class ChunkRenderer(object):
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continue
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if self.world.useBiomeData:
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# 16 : number of blocks in a chunk (in one direction)
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# 32 : number of chunks in a region (and biome file) in one direction
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# so 16 * 32 == 512 : number of blocks in biome file, in one direction
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if blockid == 2: #grass
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
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c = textures.grasscolor[index]
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# only tint the top texture
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t = textures.prepareGrassTexture(c)
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elif blockid == 18: # leaves
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
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c = textures.foliagecolor[index]
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t = textures.prepareLeafTexture(c)
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