diff --git a/android/assets/particles/standard_thrust.p b/android/assets/particles/standard_thrust.p index 8e127b5..fcfdb57 100755 --- a/android/assets/particles/standard_thrust.p +++ b/android/assets/particles/standard_thrust.p @@ -147,7 +147,7 @@ timeline5: 1.0 attached: false continuous: true aligned: false -additive: false +additive: true behind: false premultipliedAlpha: false - Image Path - diff --git a/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java b/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java index 2310947..b1cdc69 100755 --- a/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java +++ b/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java @@ -131,17 +131,14 @@ public class GamePlayArea extends Stage { getBatch().setBlendFunction(-1, -1); Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA); getBatch().setShader(null); - - // use -1 to ignore.. somebody should fix this in LibGDX :\ - getBatch().setBlendFunction(-1, -1); - // setup our alpha blending to avoid blending twice - Gdx.gl20.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE); super.draw(); - blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight()); + getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); + + getBatch().setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA); getBatch().begin(); -// getBatch().setShader(glowShader); + getBatch().setShader(glowShader); getBatch().draw(fboRegion, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT); getBatch().setShader(null); getBatch().end();