Commit Graph

21 Commits (f7e822adf0c7f6ee7a8a2851d36c423d94ec4e5a)

Author SHA1 Message Date
Rogier 5ce7ff4bce Allow scaling a map to a smaller size while generating. (1/2, 1/4 .. 1/16)
Scaling will not average nodes across block boundaries, This implies
that the only scale factors supported are 1:2, 1:4, 1:8 and 1:16.
2015-02-20 13:10:09 +01:00
Rogier 59bae48fc7 Fix add method for pixel
When adding any pixel to an object in 'invalid' state,
the operation should be equivalent to an assignment. It wasn't
2015-02-20 13:10:09 +01:00
Rogier 784cf9604f Replace m_nextStoredYCoord by a PixelAttributes member. 2015-02-20 13:10:09 +01:00
Rogier c0a62b7874 Use topmost height for a stack of only transparent nodes 2015-02-20 13:10:08 +01:00
Rogier 4ab1728246 Fix to drawalpha darkening mode (no extra computation of t needed...) 2015-02-20 13:10:08 +01:00
Rogier d3dcf310eb Fix shading when pixels are sparse 2015-02-20 13:10:08 +01:00
Rogier b99111e038 Add a --drawalpha mode that keeps water (etc.) transparent to great depths
This new mode averages the colors of all transparent blocks, instead of
making the colors progressively darker and more opaque.

This 'average' mode is now the default when using --drawalpha. It can be
explicitly selected using --drawalpha=average. The old modes can be selected
using --drawalpha=cumulative[-darken].

It is recommended to change the colors of water as well. These are in a
separate patch.
2014-06-19 13:30:00 +02:00
Rogier e27d181d9f Idempotent changes to PixelAttribute class (preparing for next patch) 2014-06-19 13:29:28 +02:00
Rogier a065e68eac Make darkening of thick transparent stacks (e.g. deep water) configurable.
In order to reduce rendering surprises, this darkening is off by default
(it was on previously).
2014-06-18 21:19:14 +02:00
Rogier 60b39e7d4b Generalize processing of air and ignore nodes 2014-06-18 10:11:11 +02:00
Rogier 5369adb937 Interpret fully transparent node colors as default colors
(to be overridden by the color of any not-fully-transparent node beneath)

Fully transparent nodes also do not participate in shading.
2014-06-18 10:03:46 +02:00
Rogier 9b5da3ad2c Optimize generation of horizontally sparse maps
(i.e. maps with most but not all pixels in every row empty)
2014-06-18 10:03:32 +02:00
Rogier ace16ce575 Fix to translucency computation & improve water colors 2014-05-24 20:49:00 +02:00
Rogier 2119a6ae75 Make PixelAttributes more generic
In preparation for other changes
2014-04-16 10:55:58 +02:00
Rogier ec557c0231 Small tweak to scrolling code 2014-04-14 16:53:00 +02:00
Rogier ce94029c95 Merge PixelCacheEntry into PixelAttributes 2014-04-14 01:29:58 +02:00
Miroslav Bendík f0e064744b Small refactoring. 2012-09-01 16:17:58 +02:00
Miroslav Bendík 4a8c041bc1 Small optimization of PixelAttributes. 2012-09-01 14:36:14 +02:00
Miroslav Bendík 6dff561ec0 Rendering Z blocks in reverse order. 2012-09-01 13:34:27 +02:00
Miroslav Bendík 5be190b5a1 Removed bad shadows. 2012-08-25 13:27:40 +02:00
Miroslav Bendík 1aee368837 Implemented shading. 2012-08-25 13:21:28 +02:00