new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable

This commit is contained in:
minjaesong
2017-07-06 16:35:58 +09:00
parent f39ff87ee9
commit e1642ae351
11 changed files with 298 additions and 189 deletions

View File

@@ -196,15 +196,6 @@ object TestTestMain : ApplicationAdapter() {
ShaderProgram.pedantic = false
blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
// culprit #4
blurShader.begin()
blurShader.setUniformf("dir", 0f, 0f); //direction of blur; nil for now
blurShader.setUniformf("resolution", maxOf(TerrarumGDX.WIDTH.toFloat(), TerrarumGDX.HEIGHT.toFloat())) //size of FBO texture
blurShader.setUniformf("radius", 9f) //radius of blur
blurShader.end()
Gdx.graphics.isContinuousRendering = true // culprit #3
batch = SpriteBatch()