mostly documented

This commit is contained in:
Sean Barrett 2015-04-01 00:24:46 -07:00
parent 9e5e19f5a3
commit 3bb829574d
2 changed files with 625 additions and 343 deletions

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@ -1,5 +1,11 @@
# FAQ # FAQ
### How to run it?
There's no GUI. Find a directory with Minecraft Anvil files (.mca).
Copy a Minecraft "terrain.png" into that directory. Run from that
directory.
### How accurate is this as a Minecraft viewer? ### How accurate is this as a Minecraft viewer?
Not very. Many Minecraft blocks are not handled correctly: Not very. Many Minecraft blocks are not handled correctly:
@ -21,6 +27,7 @@ Not very. Many Minecraft blocks are not handled correctly:
* Torches are drawn hackily, do not attach to walls * Torches are drawn hackily, do not attach to walls
* Incorrect textures for blocks that postdate terrain.png * Incorrect textures for blocks that postdate terrain.png
* Transparent textures have black fringes due to non-premultiplied-alpha * Transparent textures have black fringes due to non-premultiplied-alpha
* Skylight and block light are combined in a single value
* Only blocks at y=1..255 are shown (not y=0) * Only blocks at y=1..255 are shown (not y=0)
* If a 32x32x256 "quad-chunk" needs more than 800K quads, isn't handled (very unlikely) * If a 32x32x256 "quad-chunk" needs more than 800K quads, isn't handled (very unlikely)
@ -66,7 +73,7 @@ Partly because converting from minecraft data is expensive.
Here is the approximate breakdown of an older version Here is the approximate breakdown of an older version
of this executable and lib that did the building single-threaded. of this executable and lib that did the building single-threaded.
* 25% loading & parsing minecraft files (4/5ths of this is my zlib) * 25% loading & parsing minecraft files (4/5ths of this is my crappy zlib)
* 18% converting from minecraft blockids & lighting to stb blockids & lighting * 18% converting from minecraft blockids & lighting to stb blockids & lighting
* 10% reordering from data[z][y]\[x] (minecraft-style) to data[y][x]\[z] (stb-style) * 10% reordering from data[z][y]\[x] (minecraft-style) to data[y][x]\[z] (stb-style)
* 40% building mesh data * 40% building mesh data