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

@@ -3,7 +3,10 @@ package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.Screen
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.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.FrameBuffer
@@ -241,8 +244,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
//camera.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
// render world
Gdx.gl.glClearColor(.64f, .754f, .84f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
gdxClearAndSetBlend(.64f, .754f, .84f, 1f)
IngameRenderer.invoke(world = demoWorld, uisToDraw = uiContainer)