new blending function for SpriteGlow, which now uses no alpha channel; reduced the number of framebuffer used to draw a world from 2 to 1.

Former-commit-id: 823182690f0c0dfc73a46474e194cbf6470fe5ad
Former-commit-id: 9c4e041ef2799841d905c2b6dc32d578d9c082a3
This commit is contained in:
Song Minjae
2016-12-25 16:33:56 +09:00
parent a9a2b93341
commit ae45cf32a7
6 changed files with 42 additions and 29 deletions

View File

@@ -899,7 +899,7 @@ open class ActorWithBody : Actor() {
open fun drawGlow(gc: GameContainer, g: Graphics) {
if (isVisible && spriteGlow != null) {
blendNormal()
blendLightenOnly()
if (!sprite!!.flippedHorizontal()) {
spriteGlow!!.render(g,

View File

@@ -32,7 +32,7 @@ object PlayerBuilderSigrid {
p.sprite!!.setRowsAndFrames(1, 1)
p.makeNewSpriteGlow(28, 51)
p.spriteGlow!!.setSpriteImage("assets/graphics/sprites/test_player_glow.tga")
p.spriteGlow!!.setSpriteImage("assets/graphics/sprites/test_player_glow.png")
p.spriteGlow!!.setDelay(200)
p.spriteGlow!!.setRowsAndFrames(1, 1)