prolonged alpha blending issue seemingly fixed?

at least it's partially fixed...
This commit is contained in:
minjaesong
2019-01-07 17:34:47 +09:00
parent 5fefb38383
commit adf45b1f68
9 changed files with 46 additions and 62 deletions

View File

@@ -4,8 +4,12 @@ import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.PixmapIO2
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.gdxClearAndSetBlend
import net.torvald.terrarum.inUse
import java.awt.BorderLayout
import java.awt.Font
@@ -272,11 +276,7 @@ class SpriteAssemblerPreview: Game() {
}
Gdx.gl.glClearColor(.62f,.79f,1f,1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
gdxClearAndSetBlend(.62f,.79f,1f,1f)
batch.inUse {