Working cave rendermode without tinting.
This commit is contained in:
16
chunk.py
16
chunk.py
@@ -284,7 +284,14 @@ class ChunkRenderer(object):
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self._load_up_right()
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return self._up_right_blocks
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up_right_blocks = property(_load_up_right_blocks)
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def _load_up_right_skylight(self):
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"""Loads and returns lower-right skylight array"""
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if not hasattr(self, "_up_right_skylight"):
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self._load_up_right()
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return self._up_right_skylight
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up_right_skylight = property(_load_up_right_skylight)
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def _load_up_left(self):
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"""Loads and sets data from upper-left chunk"""
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chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
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@@ -305,6 +312,13 @@ class ChunkRenderer(object):
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return self._up_left_blocks
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up_left_blocks = property(_load_up_left_blocks)
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def _load_up_left_skylight(self):
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"""Loads and returns lower-right skylight array"""
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if not hasattr(self, "_up_left_skylight"):
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self._load_up_left()
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return self._up_left_skylight
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up_left_skylight = property(_load_up_left_skylight)
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def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
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""" Generates a pseudo ancillary data for blocks that depend of
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what are surrounded and don't have ancillary data
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