Comments (10)
Interesting. It should be auto-tiling if you have a huge world. Can you upload the world files somewhere so that I can grab them & have a look at what's going on?
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https://www.dropbox.com/s/21nxv4suzk4kmcx/Midgard.mcworld?dl=0
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Thanks very much for that! You have a huge world :) 12,564,736 x 22,944!
I've found the issue and I will fix it in the next update. That update is a bit delayed because I'm working on support for MCPE v0.17 / 1.0.0. The update seems to work well on 0.17 worlds, but I need a bit more time to update the spawn checking code for the new cubic chunks scheme.
Soon!
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Lol. Are those dimensions in blocks? Had some ambitious young admins TP themselves ridiculously far away.
Thanks for the prompt response!
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Just pushed an update for v1.0. I looked at a fix for this issue, and unfortunately it's going to need some more thought. The dims of your world are larger than the limit for PNG images. We use PNG internally for all imagery. A work-around is possible but my initial thoughts on workarounds are pretty ugly :) I'm going to have to think about it a bit. Sorry!
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Is there a way to run Viz and just have it render +-x, +-z blocks from the world spawn coordinates?
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Yep that would be one way to handle it. I will ponder it. I suspect that most people use the helper app to run it on windows, so I'd like to come up with something cleaner / easier for the users.
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Thanks. I really appreciate it. :)
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Has there been any update on this or even a temporary workaround?
I have the same issue
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I did some digging. This may or may not help:
png_set_user_limits(png, 0x7fffffffL, 0x7fffffffL);
https://linux.die.net/man/3/libpng
The PNG specification allows the width and height of an image to be as large as 2^31-1 (0x7fffffff), or about 2.147 billion rows and columns. Since very few applications really need to process such large images, we have imposed an arbitrary 1-million limit on rows and columns. Larger images will be rejected immediately with a png_error() call.
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