messing around w/ GL blend equations, think got something working...

Former-commit-id: 6c9bb1a9d49c9ea0a5f8a68f4b2d05b0d8390b96
Former-commit-id: 7947f3b32dbe0d17a7bd206b3fd8850fdf3ea9c1
This commit is contained in:
Song Minjae
2016-12-22 03:05:13 +09:00
parent 19e71fa20c
commit 8a655592d3

View File

@@ -8,8 +8,7 @@ import net.torvald.JsonFetcher
import net.torvald.JsonWriter
import net.torvald.imagefont.TinyAlphNum
import org.lwjgl.input.Controllers
import org.lwjgl.opengl.GL11
import org.lwjgl.opengl.GL20
import org.lwjgl.opengl.*
import org.newdawn.slick.*
import org.newdawn.slick.state.StateBasedGame
import java.io.File
@@ -112,10 +111,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
//addState(StateSplash())
//addState(StateMonitorCheck())
//addState(StateFontTester())
addState(StateNoiseTexGen())
//addState(StateNoiseTexGen())
//ingame = StateInGame()
//addState(ingame)
ingame = StateInGame()
addState(ingame)
}
companion object {
@@ -442,7 +441,13 @@ fun blendMul() {
fun blendNormal() {
GL11.glEnable(GL11.GL_BLEND)
GL11.glColorMask(true, true, true, true)
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
//GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
// TODO seems working as intended (no more whitened-out semitransparent colour), but needs further investigation
GL14.glBlendFuncSeparate(
GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA,
GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA
)
}
fun blendAlphaMap() {