mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-14 12:34:05 +09:00
more btex styling
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@@ -67,7 +67,7 @@ class UICrafting(val full: UIInventoryFull?) : UICanvas(
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UIInventoryFull.drawBackground(batch, opacity)
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}
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uiItems.forEach { it.render(frameDelta, batch, camera) }
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// uiItems.forEach { it.render(frameDelta, batch, camera) }
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}
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override fun dispose() {
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@@ -83,8 +83,8 @@ class BTeXTest : ApplicationAdapter() {
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<section>Full Control of the Shape</section>
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<p><index id="btex language" />With <btex /> you can fully control how your publishing would look like,
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from a pile of papers that look like they have been typed out using typewriter, a pile of papers but a
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fully-featured printouts that have illustrations in it, to a true hardcover book.</p>
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from a pile of papers that look like they have been typed out using typewriter, a pile of printouts
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that have pictures in it, to a true hardcover book.</p>
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<p><index id="cover" />This style is controlled using the <code>cover</code> attribute on the root tag,
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with following values: <code>typewriter</code>, <code>printout</code> and <code>hardcover</code>.</p>
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@@ -114,7 +114,7 @@ class BTeXTest : ApplicationAdapter() {
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camera.update()
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batch.projectionMatrix = camera.combined
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bg = TextureRegion(Texture(Gdx.files.internal("test_assets/Screenshot-1714034883660.png")))
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bg = TextureRegion(Texture(Gdx.files.internal("test_assets/real_bg_with_guides.png")))
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document = BTeXParser.invoke(tex)
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}
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@@ -127,7 +127,7 @@ class BTeXTest : ApplicationAdapter() {
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gdxClearAndEnableBlend(.063f, .070f, .086f, 1f)
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val drawX = (1280 - (pageGap + document.pageWidth*2)) / 2
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val drawY = 100
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val drawY = 24
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batch.inUse {
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batch.color = Color.WHITE
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@@ -713,7 +713,7 @@ internal object BlocksDrawer {
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}
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private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
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private val occlusionIntensity = 0.5f//0.22222222f // too low value and dark-coloured walls won't darken enough
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private val occlusionIntensity = 0.22222222f // too low value and dark-coloured walls won't darken enough
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private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean) {
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//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
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