Sascha L. Teichmann
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1921b8211b
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Some little experiment with a coverage index to speed up spatial queries if backend has no Z order support.
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2015-07-21 22:01:10 +02:00 |
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Sascha L. Teichmann
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232feaa435
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Dont store air only information in decoded block. This can be found out pretty easy by analysing the other fields if needed.
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2015-07-20 13:27:46 +02:00 |
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Sascha L. Teichmann
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cf9cbe7087
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Fixed hill shading for transparent structures a bit. Still not optimal.
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2014-10-28 11:53:18 +01:00 |
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Sascha L. Teichmann
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f5d84f0b7b
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Only use the transparent image generation if there where any transparent blocks.
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2014-10-26 22:36:57 +01:00 |
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Sascha L. Teichmann
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b8bae923ec
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Prevent stopping depth scanning too early when handling transparent nodes.
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2014-10-26 20:39:53 +01:00 |
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Sascha L. Teichmann
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8452a26fcd
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Render transparent tiles if command line flag is set.
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2014-10-26 18:36:47 +01:00 |
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Sascha L. Teichmann
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2aa9ee0e24
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Collect more statistics about number of solid and transparent blocks and print them in mttilemapper.
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2014-10-26 17:09:23 +01:00 |
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Sascha L. Teichmann
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c03d382ca6
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Pass pointer to Colors struct around which makes it easier to eg. find transparent colors.
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2014-10-19 21:05:38 +02:00 |
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Sascha L. Teichmann
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8b42446acc
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Do not render air only blocks. Nice performance speed up! :-)
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2014-10-19 17:15:33 +02:00 |
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Sascha L. Teichmann
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90bfc225b8
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When generating shaded tiles draw to pix buffer directly instead of calling Set() for each pixel. Set resize filter for generating pyramid tiles to Lanczos3 because of better visual results.
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2014-09-16 00:08:31 +02:00 |
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Sascha L. Teichmann
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f762154b05
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Made tile renderer resetable to reduce the memory for render more than one tile.
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2014-09-14 14:57:49 +02:00 |
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Sascha L. Teichmann
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3a0b922a9e
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Implemented a greedy search algorithm to figure out the block regions with are not fully covered after a rendering step.
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2014-09-14 11:41:25 +02:00 |
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Sascha L. Teichmann
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b445cfb33a
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Moved bloch decoding and rendering from tilemapper to common.
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2014-09-12 20:22:34 +02:00 |
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