more btex styling

This commit is contained in:
minjaesong
2024-04-26 03:30:59 +09:00
parent 6de340bde6
commit bb10c55739
8 changed files with 22 additions and 11 deletions

View File

@@ -67,7 +67,7 @@ class UICrafting(val full: UIInventoryFull?) : UICanvas(
UIInventoryFull.drawBackground(batch, opacity)
}
uiItems.forEach { it.render(frameDelta, batch, camera) }
// uiItems.forEach { it.render(frameDelta, batch, camera) }
}
override fun dispose() {

View File

@@ -83,8 +83,8 @@ class BTeXTest : ApplicationAdapter() {
<section>Full Control of the Shape</section>
<p><index id="btex language" />With <btex /> you can fully control how your publishing would look like,
from a pile of papers that look like they have been typed out using typewriter, a pile of papers but a
fully-featured printouts that have illustrations in it, to a true hardcover book.</p>
from a pile of papers that look like they have been typed out using typewriter, a pile of printouts
that have pictures in it, to a true hardcover book.</p>
<p><index id="cover" />This style is controlled using the <code>cover</code> attribute on the root tag,
with following values: <code>typewriter</code>, <code>printout</code> and <code>hardcover</code>.</p>
@@ -114,7 +114,7 @@ class BTeXTest : ApplicationAdapter() {
camera.update()
batch.projectionMatrix = camera.combined
bg = TextureRegion(Texture(Gdx.files.internal("test_assets/Screenshot-1714034883660.png")))
bg = TextureRegion(Texture(Gdx.files.internal("test_assets/real_bg_with_guides.png")))
document = BTeXParser.invoke(tex)
}
@@ -127,7 +127,7 @@ class BTeXTest : ApplicationAdapter() {
gdxClearAndEnableBlend(.063f, .070f, .086f, 1f)
val drawX = (1280 - (pageGap + document.pageWidth*2)) / 2
val drawY = 100
val drawY = 24
batch.inUse {
batch.color = Color.WHITE

View File

@@ -713,7 +713,7 @@ internal object BlocksDrawer {
}
private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
private val occlusionIntensity = 0.5f//0.22222222f // too low value and dark-coloured walls won't darken enough
private val occlusionIntensity = 0.22222222f // too low value and dark-coloured walls won't darken enough
private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)