0

correct (though chunk-local only) per-face lighting

This commit is contained in:
Aaron Griffith
2010-09-27 19:04:35 -04:00
parent a15390cc47
commit db62ad94ee
2 changed files with 68 additions and 9 deletions

View File

@@ -106,7 +106,7 @@ def _split_terrain(terrain):
# This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image())
def _transform_image(img):
def transform_image(img):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels
@@ -134,7 +134,7 @@ def _transform_image(img):
newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg
def _transform_image_side(img):
def transform_image_side(img):
"""Takes an image and shears it for the left side of the cube (reflect for
the right side)"""
@@ -158,13 +158,13 @@ def _build_block(top, side, texID=None):
"""
img = Image.new("RGBA", (24,24), (38,92,255,0))
top = _transform_image(top)
top = transform_image(top)
if not side:
img.paste(top, (0,0), top)
return img
side = _transform_image_side(side)
side = transform_image_side(side)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)