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Rendering Z blocks in reverse order.
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@ -14,19 +14,19 @@ using namespace std;
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PixelAttributes::PixelAttributes()
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{
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m_blockPixelAttributes.resize(18); // 16px + 2px gradient calculation
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m_blockPixelAttributes.resize(17); // 16px + 1px gradient calculation
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}
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void PixelAttributes::setWidth(int width)
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{
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for (size_t i = 0; i < 18; ++i) {
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for (size_t i = 0; i < 17; ++i) {
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m_blockPixelAttributes[i].resize(width + 2); // Width + 1 px gradient calculation on both sides
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}
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}
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void PixelAttributes::scroll()
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{
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m_blockPixelAttributes[17] = m_blockPixelAttributes[1];
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m_blockPixelAttributes[0] = m_blockPixelAttributes[16];
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for (size_t i = 1; i < 17; ++i) {
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fill(m_blockPixelAttributes[i].begin(), m_blockPixelAttributes[i].end(), PixelAttribute());
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}
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@ -484,7 +484,7 @@ inline void TileGenerator::renderMapBlock(const std::string &mapBlock, const Blo
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inline void TileGenerator::renderShading(int zPos)
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{
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int zBegin = (m_zMax - zPos) * 16;
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for (int z = 1; z < 17; ++z) {
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for (int z = 0; z < 16; ++z) {
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int imageY = zBegin + z;
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if (imageY >= m_mapHeight) {
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continue;
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@ -607,6 +607,7 @@ inline std::list<int> TileGenerator::getZValueList() const
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}
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zlist.sort();
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zlist.unique();
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zlist.reverse();
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return zlist;
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}
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