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

@@ -2,12 +2,14 @@ package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.ScreenAdapter
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.jme3.math.FastMath
import net.torvald.dataclass.HistoryArray
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.Ingame
/**
* Created by minjaesong on 2017-07-13.
@@ -123,12 +125,10 @@ object LoadScreen : ScreenAdapter() {
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
gdxClearAndSetBlend(.094f, .094f, .094f, 0f)
textFbo.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
gdxClearAndSetBlend(0f, 0f, 0f, 0f)
}
// update arrow object