fbo is now properly sized
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942cd9f102
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@ -119,7 +119,7 @@ active: false
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- Tint -
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colorsCount: 3
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colors0: 0.15294118
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colors1: 0.85882354
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colors1: 0.8627451
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colors2: 1.0
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timelineCount: 1
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timeline0: 0.0
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@ -147,7 +147,7 @@ timeline5: 1.0
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attached: false
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continuous: true
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aligned: false
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additive: true
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additive: false
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behind: false
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premultipliedAlpha: false
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- Image Path -
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@ -128,23 +128,21 @@ public class GamePlayArea extends Stage {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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//
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getBatch().setBlendFunction(-1, -1);
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
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getBatch().setShader(null);
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// resizeBatch(fboSize, fboSize);
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// resizeBatch(Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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updateBatch();
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getBatch().begin();
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getRoot().draw(getBatch(), 1f);
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getBatch().flush();
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// use -1 to ignore.. somebody should fix this in LibGDX :\
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getBatch().setBlendFunction(-1, -1);
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// setup our alpha blending to avoid blending twice
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE);
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super.draw();
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blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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// resizeBatch(Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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updateBatch();
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getBatch().begin();
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// getBatch().setShader(glowShader);
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getBatch().draw(fboRegion, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().setShader(null);
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getBatch().end();
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@ -154,20 +152,6 @@ public class GamePlayArea extends Stage {
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}
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}
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private void updateBatch() {
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Camera camera = getViewport().getCamera();
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camera.update();
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Batch batch = getBatch();
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batch.setProjectionMatrix(camera.combined);
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}
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void resizeBatch(int width, int height) {
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((OrthographicCamera) getCamera()).setToOrtho(false, width, height);
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getBatch().setProjectionMatrix(getCamera().combined);
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// getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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}
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@Override
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public void act(float delta) {
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MapWindowData mwd;
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