wall now uses terrain tileset

Former-commit-id: 13b5389d905c1c302ec4e7991fbfdd06ed333814
Former-commit-id: 1416055d9aa0755147c461512f9b638e25df908e
This commit is contained in:
Song Minjae
2017-01-09 22:56:15 +09:00
parent 0b7485fd57
commit 0f8f64cddf
17 changed files with 72 additions and 50 deletions

View File

@@ -460,7 +460,7 @@ fun blendNormal() {
// semitransparent textures working as intended with this,
// but needs further investigation in the case of:
// TODO blend semitransparent over semitransparent
// TODO test blend in the situation of semitransparent over semitransparent
GL14.glBlendFuncSeparate(
GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, // blend func for RGB channels
GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA // blend func for alpha channels
@@ -469,14 +469,9 @@ fun blendNormal() {
fun blendLightenOnly() {
GL11.glEnable(GL11.GL_BLEND)
GL14.glBlendFuncSeparate(
GL11.GL_ONE, GL11.GL_ONE, // blend func for RGB channels
GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA // blend func for alpha channels
)
GL20.glBlendEquationSeparate(
GL14.GL_MAX,
GL14.GL_FUNC_ADD
)
GL11.glColorMask(true, true, true, false)
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE)
GL14.glBlendEquation(GL14.GL_MAX)
}
fun blendAlphaMap() {