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https://github.com/curioustorvald/Terrarum.git
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Flippin' eck
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@@ -3,7 +3,6 @@ package net.torvald.terrarum.weather
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.jme3.math.FastMath
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import net.torvald.gdx.graphics.Cvec
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import net.torvald.random.HQRNG
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@@ -121,7 +120,7 @@ internal object WeatherMixer : RNGConsumer {
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/**
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* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
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*/
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internal fun render(camera: Camera, batch: SpriteBatch, world: GameWorld) {
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internal fun render(camera: Camera, batch: FlippingSpriteBatch, world: GameWorld) {
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val parallaxZeroPos = (world.height / 3f) * 0.8888f
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val parallaxDomainSize = world.height / 4f
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@@ -179,8 +178,8 @@ internal object WeatherMixer : RNGConsumer {
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batch.inUse {
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it.shader = null
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it.draw(skyboxTexture, 0f, -App.scr.halfhf, App.scr.wf, App.scr.hf * 2f) // because of how the linear filter works, we extend the image by two
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batch.shader = null
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batch.drawFlipped(skyboxTexture, 0f, -App.scr.halfhf, App.scr.wf, App.scr.hf * 2f) // because of how the linear filter works, we extend the image by two
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}
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// don't use shader to just fill the whole screen... frag shader will be called a million times and it's best to not burden it
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