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

@@ -251,22 +251,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
historicalFigureIDBucket = ArrayList<Int>()
// add new player and put it to actorContainer
//playableActorDelegate = PlayableActorDelegate(PlayerBuilderSigrid())
//playableActorDelegate = PlayableActorDelegate(PlayerBuilderTestSubject1())
//addNewActor(player)
// test actor
//addNewActor(PlayerBuilderCynthia())
// it won't work:
//setTheRealGamerFirstTime(PlayerBuilderSigrid())
// because NO GL CONTEXT IN THIS THREAD, might want 'postInit()'?
}
}

View File

@@ -12,8 +12,8 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.gameactors.ParticleBase
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.modulebasegame.weather.WeatherMixer
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarum.worlddrawer.LightmapRenderer
@@ -93,11 +93,7 @@ object IngameRenderer {
// clear main or whatever super-FBO being used
//clearBuffer()
Gdx.gl.glClearColor(.64f, .754f, .84f, 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(.64f, .754f, .84f, 1f)
///////////////////////////////////////////////////////////////////////
@@ -321,8 +317,7 @@ object IngameRenderer {
fboA.inAction(null, null) {
clearBuffer()
// paint black
Gdx.gl.glClearColor(0f,0f,0f,1f) // solid black: so that unused area will be also black
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
gdxClearAndSetBlend(0f,0f,0f,1f) // solid black: so that unused area will be also black
}
fboA_lightMixed.inAction(null, null) { clearBuffer() }
@@ -433,11 +428,7 @@ object IngameRenderer {
}
private fun clearBuffer() {
Gdx.gl.glClearColor(0f,0f,0f,0f)
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(0f,0f,0f,0f)
}
private fun moveCameraToWorldCoord() {