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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-13 12:04:06 +09:00
using gl32 shaders for other runnables
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@@ -18,6 +18,7 @@ import com.sudoplay.joise.module.ModuleFractal
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import com.sudoplay.joise.module.ModuleScaleOffset
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.App
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import net.torvald.terrarum.DefaultGL32Shaders
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import net.torvald.terrarum.concurrent.ThreadExecutor
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import net.torvald.terrarum.concurrent.sliceEvenly
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import net.torvald.terrarum.inUse
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@@ -45,7 +46,7 @@ class NoiseGenerator : ScreenAdapter() {
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override fun show() {
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Gdx.input.inputProcessor = NoiseGeneratorController(this)
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera(App.scr.wf, App.scr.hf)
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camera.setToOrtho(true, App.scr.wf, App.scr.hf)
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@@ -35,7 +35,7 @@ class UIElemTest : ApplicationAdapter() {
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256, false, 0.5f, false
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)
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera()
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camera.setToOrtho(true, 800f, 600f)
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camera.update()
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@@ -14,8 +14,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.sudoplay.joise.Joise
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import com.sudoplay.joise.module.*
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import net.torvald.unsafe.UnsafeHelper
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.DefaultGL32Shaders
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import net.torvald.terrarum.concurrent.*
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.inUse
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@@ -27,7 +27,6 @@ import java.util.concurrent.Future
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import kotlin.math.cos
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import kotlin.math.sin
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import kotlin.random.Random
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import kotlin.coroutines.*
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const val NOISEBOX_WIDTH = 768
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const val NOISEBOX_HEIGHT = 512
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@@ -61,7 +60,7 @@ class WorldgenNoiseSandbox : ApplicationAdapter() {
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override fun create() {
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font = BitmapFont() // use default because fuck it
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batch = SpriteBatch()
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batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
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camera = OrthographicCamera(NOISEBOX_WIDTH.toFloat(), NOISEBOX_HEIGHT.toFloat())
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camera.setToOrtho(false) // some elements are pre-flipped, while some are not. The statement itself is absolutely necessary to make edge of the screen as the origin
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camera.update()
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