0

Working cave rendermode without tinting.

This commit is contained in:
Alejandro Aguilera
2011-04-13 19:53:03 +02:00
parent bbf52a77ae
commit b89ea8db8c
5 changed files with 221 additions and 2 deletions

View File

@@ -284,7 +284,14 @@ class ChunkRenderer(object):
self._load_up_right()
return self._up_right_blocks
up_right_blocks = property(_load_up_right_blocks)
def _load_up_right_skylight(self):
"""Loads and returns lower-right skylight array"""
if not hasattr(self, "_up_right_skylight"):
self._load_up_right()
return self._up_right_skylight
up_right_skylight = property(_load_up_right_skylight)
def _load_up_left(self):
"""Loads and sets data from upper-left chunk"""
chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
@@ -305,6 +312,13 @@ class ChunkRenderer(object):
return self._up_left_blocks
up_left_blocks = property(_load_up_left_blocks)
def _load_up_left_skylight(self):
"""Loads and returns lower-right skylight array"""
if not hasattr(self, "_up_left_skylight"):
self._load_up_left()
return self._up_left_skylight
up_left_skylight = property(_load_up_left_skylight)
def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
""" Generates a pseudo ancillary data for blocks that depend of
what are surrounded and don't have ancillary data