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