Ryan McCue
8def0ffaef
Check cache synchronously, to avoid async overhead.
...
This is starting to do my head in. Apologies if these don't make any
sense, but they do to me. :)
2010-12-13 21:16:21 +10:00
Ryan McCue
8ec7986353
Only pass the part of the dict we need to the chunk renderer
2010-12-13 20:34:17 +10:00
Ryan McCue
211f489f66
Add logging regarding whether cached image is used or not
2010-12-11 21:32:36 +10:00
Ryan McCue
b7f4855ec6
Use logging instead of print statement
2010-12-11 21:31:20 +10:00
Ryan McCue
dff4f4aea8
Add debugging info
2010-12-11 21:22:58 +10:00
Ryan McCue
b94daab5a0
Use self.dirbits instead of dirbits
2010-12-11 21:21:08 +10:00
Ryan McCue
e7c19f9309
Use a more efficient checker for cached images
2010-12-11 21:10:59 +10:00
Andrew Chin
e96bb91b82
Better handling of the biome tinting images.
...
If they're not found with _find_file, then look in the EXTRACTEDBIOME
folder in the worlddir.
2010-12-05 01:35:12 -05:00
Andrew Chin
9125919d3e
Give a more useful error if the biome color png files can't be found
2010-12-04 19:31:21 -05:00
Andrew Chin
c60180f793
Biome data from Biome Extractor is now used if it is present.
...
If the BIOMEEXTRACTOR data is not available, then non-biome aware
tinting will be used
Open biome data in binary mode (Windows requires this)
2010-11-23 00:48:39 -05:00
Alex Jurkiewicz
22db7bb3cd
clean up biome code
2010-11-23 00:31:35 -05:00
Andrew Chin
dc80c88e94
Biome tinting uses now uses the Biome Extractor data files.
...
See:
http://www.minecraftforum.net/viewtopic.php?f=25&t=80902&view=unread
2010-11-23 00:26:07 -05:00
Andrew Chin
210e65730f
Hacky work on biome tinting
...
Currently this requires python-gearman, gearman-java, and a java SDK.
This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.
Then copy grasscolor.png into the cwd, and run gmap.py as usual.
It is slowwwww. Perhaps running Biome.class on multiple machines might
speed things up?
Here's the kind of output produced: http://smp.em32.net/biome_test/
2010-11-23 00:26:07 -05:00
Andrew Brown
605811bf0c
Merge remote branch 'eminence/master'
2010-11-07 09:08:56 -05:00
Andrew Brown
21ac6689e6
Merge branch 'blending' of https://github.com/agrif/Minecraft-Overviewer into agrif-blending
2010-11-07 08:09:25 -05:00
Andrew Chin
c96b3363b2
Fixed bug in signpost handling code
...
Two of the coordinates were flipped in markers.js
Also, overviewer.dat is now removed with -d
2010-11-06 15:27:52 -04:00
Andrew Chin
d01fb1f520
Merge remote branch 'upstream/master'
2010-11-02 18:59:58 -04:00
Andrew Chin
f2b34dff7a
Improved handling of signposts
2010-10-24 00:19:27 -04:00
Aaron Griffith
395e26ef9c
changed most PIL paste() calls into composite.alpha_over() calls
...
The ones I have not changed are those where paste() is really
preferred, and I've noted why in comments.
Calls to "dest.paste(src, rect, mask)" were converted to calls to
"composite.alpha_over(dest, src, rect, mask)".
2010-10-23 13:42:31 -04:00
Andrew Chin
cb363df3cd
Initial work on generating markers.js from signposts
...
Details:
* A queue object is passed to all renderers, allowing each process to
avoid using shared memory when recording signpost data.
* New overviewer.dat file that stores persistent data between runs.
Currently used to store information on signs. markers.js is
generated by merging the stored POI list with the newly generated POI
list.
* POIs are tagged with their type (e.g. "spawn" or "sign"). This
should be useful if different types of POIs needs to be
handled/displayed differently
Known bugs:
* If you delete the last sign in a chunk, it won't be removed from
markers.js
2010-10-20 22:11:34 -04:00
Michael Jensen
52fab49248
Fixed simple missing test that was causing index out of range exceptions
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Now will not crash if the map being rendered in cave mode goes up to the height limit.
2010-10-20 23:52:33 +11:00
Andrew Brown
f4f415514c
Merge branch 'lighting' of http://github.com/agrif/Minecraft-Overviewer into lighting
2010-10-15 22:55:15 -04:00
Andrew Brown
4c65271dd0
doesn't crash on a corrupt world chunk
2010-10-15 22:43:40 -04:00
Andrew Brown
324ac5d28d
updates mtime on chunk images that match the hash
2010-10-15 22:07:46 -04:00
Aaron Griffith
f8b516b360
Merge branch 'master' into lighting
...
Conflicts:
chunk.py
2010-10-14 15:01:31 -04:00
Aaron Griffith
66e39f8b4d
made sure lava blocks are fully lit
2010-10-14 14:02:04 -04:00
Aaron Griffith
c11e23a18f
added semi-correct lighting for half-blocks
2010-10-14 13:57:48 -04:00
Aaron Griffith
b44cb9c3f8
added proper occlusion tracking to lighting function
2010-10-14 13:36:20 -04:00
Aaron Griffith
e51556f314
moved lighting data into properties, and light logic into a function
2010-10-12 21:11:27 -04:00
Aaron Griffith
e4e52cee0b
moved get_lighting_coefficient into the ChunkRenderer class
2010-10-12 19:05:44 -04:00
Andrew Brown
8b7eddf2bf
moved iteration code to its own function
2010-10-12 00:45:40 -04:00
Aaron Griffith
51e1721a6d
Merge branch 'master' into lighting
...
Conflicts:
chunk.py
gmap.py
textures.py
world.py
2010-10-05 08:35:23 -04:00
Andrew Brown
4dc1f70acf
Merge remote branch 'eminence/master'
2010-10-02 22:19:18 -04:00
Andrew Chin
60966ffa73
Improve efficiency of special textures by pre-computing them
2010-10-02 20:17:13 -04:00
Andrew Brown
759a38353d
Merge branch 'master' of git://github.com/c99koder/Minecraft-Overviewer
2010-10-02 17:47:48 -04:00
Andrew Chin
6993f2159d
Render iron and wood doors with correct orientation.
...
Note: iron doors need testing (they are currently broken in my test SMP
world)
2010-10-02 15:33:33 -04:00
Andrew Chin
cd97222a9b
Render ladders (with correct orientation)
2010-10-01 23:19:53 -04:00
Andrew Chin
66a90bb411
Render furnaces with the correct texture (instead of smooth stone)
...
These are handled specially, since one side texture is different than the
other
2010-10-01 22:51:02 -04:00
Andrew Chin
78962cfbe5
Passable crop rendering
2010-10-01 22:33:25 -04:00
Sam Steele
93af1ef158
Add snow to the transparent_blocks array
2010-09-30 23:52:50 -07:00
Sam Steele
5d22e1cd6f
Fix whitespace formatting, make snow 1/4th of block
2010-09-30 22:47:10 -07:00
Sam Steele
e54f375295
Merge branch 'master' of http://github.com/eminence/Minecraft-Overviewer
2010-09-30 18:44:04 -07:00
Andrew Chin
822dd75431
Render minetracks (with correct orientation)
...
Other things with direction (torches, ladders, stairs, etc) will be
handled in a similar fashion. Note: minetracks on slopes are still
not rendered correctly
2010-09-30 21:38:14 -04:00
Sam Steele
cf971c17c6
Render snow as half-blocks
2010-09-30 18:36:10 -07:00
Andrew Brown
fd43331350
removed unused imports
2010-09-29 23:31:19 -04:00
Aaron Griffith
8dccf4162c
added run-time flags to enable lighting or nighttime rendering
2010-09-28 16:57:23 -04:00
Aaron Griffith
d6fc49e1d9
store less data at once, and chunk boundary lighting occlusion checks
...
I also changed the default light level to be based off the light
calculation function, so night renders have a reasonable default light
level now.
2010-09-28 10:47:19 -04:00
Andrew Chin
6240f40226
Half blocks (step/#44) should be rendered reasonably well.
...
Tested 1 half block (44), 2 half blocks (43), a 3 half blocks (43,44)
and all seem to look OK.
2010-09-28 00:09:50 -04:00
Andrew Chin
aa8a369aa8
Better cacti rendering
2010-09-27 21:32:26 -04:00
Aaron Griffith
27e9b1cb15
added (commented out, for now) night render code
2010-09-27 20:31:31 -04:00