-
Notifications
You must be signed in to change notification settings - Fork 40
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Tiled #67
base: master
Are you sure you want to change the base?
Tiled #67
Conversation
Accidentally committed a type, force pushed the correct version just now. |
I renamed a function and I think the code is quite OK now. Might need some more commenting. I'll try to do that soon(ish) |
Also the orgin circle.
The produces tiled output way faster than repeatedly using --geometry because it only reads the databse once.
the first name was confusing.
Negative x/z will be put into negative tiles, so you can easily determine the tile location by dividing the x or z by 16*tileSize. This means the same area of the world will always end up in the same tile, independent of how much of the world is generated.
…can easily generate a zoom pyramid.
Apparently ofstream.open() only takes a char const * and not a std::string in Clang++;
I refactored the code a bit and renamed some unclear variable/function names. Also laid the groundwork for building the zoom pyramid in a separate utility. I think it's ready to be pulled now :-) |
…with, prepend "tile_" to the tile filenames.
./minetestmapper -i /opt/docker/minetest/data/worlds/world/ -o ~/pxe/volume_pxe/map.png --zoom 4 --drawplayers --tilesize 4096x4096 metadata_ dir is not correct. |
wrote image:-1_-1_map.png negative ? |
Yes. Why not? 0_0_map.png is the center of the world. This way the tile names are always the same, no matter what part of the world you request. |
A new pull request for just the code for the tiled output.
I thought you might maybe be interested in this part, because it is also a fix for issue #48.
It still needs some work to fix the discontinuities in the height shading on the tile edges, but I'll have to look into that more before I try to fix that.