mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 02:24:05 +09:00
prolonged alpha blending issue seemingly fixed?
at least it's partially fixed...
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@@ -251,22 +251,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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historicalFigureIDBucket = ArrayList<Int>()
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// add new player and put it to actorContainer
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//playableActorDelegate = PlayableActorDelegate(PlayerBuilderSigrid())
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//playableActorDelegate = PlayableActorDelegate(PlayerBuilderTestSubject1())
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//addNewActor(player)
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// test actor
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//addNewActor(PlayerBuilderCynthia())
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// it won't work:
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//setTheRealGamerFirstTime(PlayerBuilderSigrid())
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// because NO GL CONTEXT IN THIS THREAD, might want 'postInit()'?
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}
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}
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@@ -12,8 +12,8 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.gameactors.ParticleBase
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import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.modulebasegame.weather.WeatherMixer
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer
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import net.torvald.terrarum.worlddrawer.LightmapRenderer
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@@ -93,11 +93,7 @@ object IngameRenderer {
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// clear main or whatever super-FBO being used
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//clearBuffer()
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Gdx.gl.glClearColor(.64f, .754f, .84f, 1f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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gdxClearAndSetBlend(.64f, .754f, .84f, 1f)
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///////////////////////////////////////////////////////////////////////
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@@ -321,8 +317,7 @@ object IngameRenderer {
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fboA.inAction(null, null) {
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clearBuffer()
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// paint black
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Gdx.gl.glClearColor(0f,0f,0f,1f) // solid black: so that unused area will be also black
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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gdxClearAndSetBlend(0f,0f,0f,1f) // solid black: so that unused area will be also black
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}
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fboA_lightMixed.inAction(null, null) { clearBuffer() }
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@@ -433,11 +428,7 @@ object IngameRenderer {
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}
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private fun clearBuffer() {
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Gdx.gl.glClearColor(0f,0f,0f,0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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gdxClearAndSetBlend(0f,0f,0f,0f)
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}
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private fun moveCameraToWorldCoord() {
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