shapeRenderer fill and transparency?

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shapeRenderer fill and transparency?

Postby dimecoin » Sat Mar 30, 2013 2:14 am

Does shapeRenderer (ShapeType.Filled) support alpha channel in color? I can't get this to work, it's just a solid color. I have enabledBlending on my SpriteBatch, do I need something similar for the ShapeRenderer?

Code: Select all
// render some textures, etc with SpriteBatch.

normalShapeRenderer.begin(ShapeType.Filled);
Color color = new Color(1, 0, 0, 0.5f);
//normalShapeRenderer.setColor(new Color(1,0,0,1f-(currentTime / maxTime)));
normalShapeRenderer.setColor(color);
normalShapeRenderer.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(),color,color,color,color);
normalShapeRenderer.end();
dimecoin
 
Posts: 334
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Re: shapeRenderer fill and transparency?

Postby skunktrader » Sat Mar 30, 2013 2:24 am

This works for me:
Code: Select all
GLCommon gl = Gdx.graphics.getGLCommon();
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.setColor(0, 0, 0, alpha);
shapeRenderer.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
shapeRenderer.end();
gl.glDisable(GL10.GL_BLEND);
skunktrader
 
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Location: Brisbane, Australia

Re: shapeRenderer fill and transparency?

Postby dimecoin » Sat Mar 30, 2013 2:42 am

prefect, thanks. That does work :)
dimecoin
 
Posts: 334
Joined: Wed Oct 31, 2012 5:33 am


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