Documentation ¶
Overview ¶
Package compositor paints a part of the map into an image.Image using the provided map data source and a things pack.
It has support for compositing tiles, floors and the map itself, along with the lightmap overlay on top.
BUG(ivucica): Light is not quite calculated per floor. Details below.
Lights on higher floors, if rendered, should affect lower floors as well.
On OT map, see around x=111&y=108&bot=7&top=0: the light from floor 6 is clearly visible until the character steps under the house. Hence, lightmap should not enshroud floor 7 with config x=111&y=108&bot=7&top=0 or x=111&y=108&bot=7&top=6, but it should do so with x=111&y=108&bot=7&top=7.
Light sometimes penetrates from the lower floors. For instance, fences on upper floors do get some light from the bottom floor, but just one tile further away, the light is no longer visible.
While most light items seem to be behaving fine, the 'void' (client item 100 on 8.54) is not emitting any light into the light map, despite being marked as such in .dat (a brown color light with strength).
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
Types ¶
Notes ¶
Bugs ¶
Light is not quite calculated per floor. Details below.
Lights on higher floors, if rendered, should affect lower floors as well.
On OT map, see around x=111&y=108&bot=7&top=0: the light from floor 6 is clearly visible until the character steps under the house. Hence, lightmap should not enshroud floor 7 with config x=111&y=108&bot=7&top=0 or x=111&y=108&bot=7&top=6, but it should do so with x=111&y=108&bot=7&top=7.
Light sometimes penetrates from the lower floors. For instance, fences on upper floors do get some light from the bottom floor, but just one tile further away, the light is no longer visible.
While most light items seem to be behaving fine, the 'void' (client item 100 on 8.54) is not emitting any light into the light map, despite being marked as such in .dat (a brown color light with strength).