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
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(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
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(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