When I draw a texture with transparency(in file) over ShapeRenderer any shape isn't being updating. When I set batch.setColor(1f, 1f, 1f, 0.5f)
result is almost the same: I see stuck shapes with 50% transparency and also see the same animated shapes underneath.
I've tried to use Gdx.gl.glEnable(GL20.GL_BLEND)
but it didn't help.
shape.begin(ShapeRenderer.ShapeType.Filled);
shape.setColor(0f / 255f, 7f / 255f, 32f / 255f, 1f);
shape.rect(0,0, width, height);
for(Star star : stars) {
star.render(shape);
star.update(dx, dy, delta);
}
shape.end();
batch.begin();
batch.draw(overlay, 0, 0, width, height);
app.batch.end();
render method inside the Star
class:
public void render(ShapeRenderer shape) {
r = (position.z / max_depth);
g = (position.z / max_depth);
b = (position.z / max_depth);
a = 1.f;
if(r < 0) r = 0;
if(g < 7f / 255f) g = 7f / 255f;
if (b < 32f / 255f) b = 32f / 255f
float radius = (position.z / max_depth) * maxRadius;
if(radius < 1) radius = 1;
shape.setColor(r, g, b, a);
shape.circle(position.x, position.y, radius);
}
You need to set BlendFunction to batch according to your desired blend output. By default it is enabled with GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA
so try to change to :
batch.setBlendFunction(GL20.GL_SRC_ALPHA,GL20.GL_DST_COLOR);
May be this not fit your requirement so choose appropriate one, according to your requirement.