Rendering Z blocks in reverse order.

This commit is contained in:
Miroslav Bendík 2012-09-01 13:34:27 +02:00
parent b9e40ed972
commit 6dff561ec0
2 changed files with 5 additions and 4 deletions

View File

@ -14,19 +14,19 @@ using namespace std;
PixelAttributes::PixelAttributes() PixelAttributes::PixelAttributes()
{ {
m_blockPixelAttributes.resize(18); // 16px + 2px gradient calculation m_blockPixelAttributes.resize(17); // 16px + 1px gradient calculation
} }
void PixelAttributes::setWidth(int width) void PixelAttributes::setWidth(int width)
{ {
for (size_t i = 0; i < 18; ++i) { for (size_t i = 0; i < 17; ++i) {
m_blockPixelAttributes[i].resize(width + 2); // Width + 1 px gradient calculation on both sides m_blockPixelAttributes[i].resize(width + 2); // Width + 1 px gradient calculation on both sides
} }
} }
void PixelAttributes::scroll() void PixelAttributes::scroll()
{ {
m_blockPixelAttributes[17] = m_blockPixelAttributes[1]; m_blockPixelAttributes[0] = m_blockPixelAttributes[16];
for (size_t i = 1; i < 17; ++i) { for (size_t i = 1; i < 17; ++i) {
fill(m_blockPixelAttributes[i].begin(), m_blockPixelAttributes[i].end(), PixelAttribute()); fill(m_blockPixelAttributes[i].begin(), m_blockPixelAttributes[i].end(), PixelAttribute());
} }

View File

@ -484,7 +484,7 @@ inline void TileGenerator::renderMapBlock(const std::string &mapBlock, const Blo
inline void TileGenerator::renderShading(int zPos) inline void TileGenerator::renderShading(int zPos)
{ {
int zBegin = (m_zMax - zPos) * 16; int zBegin = (m_zMax - zPos) * 16;
for (int z = 1; z < 17; ++z) { for (int z = 0; z < 16; ++z) {
int imageY = zBegin + z; int imageY = zBegin + z;
if (imageY >= m_mapHeight) { if (imageY >= m_mapHeight) {
continue; continue;
@ -607,6 +607,7 @@ inline std::list<int> TileGenerator::getZValueList() const
} }
zlist.sort(); zlist.sort();
zlist.unique(); zlist.unique();
zlist.reverse();
return zlist; return zlist;
} }