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« on: November 10, 2020, 02:34:18 am »
i don't mean something need to be fixed/changed.
i'm just saying, i might have found the way to guarantee the blit result is correct.
after setRenderTarget(tex), we either only do blit or do blit after rendering any World.
if we only do blit, we use scaling, if we blit after calling World.renderScene, we use position offset. both lead to correct blit result.
i can miss other conditions, but in the 2 situations i tested, i got correct results.
you can test in your RPG game, if you add emptyWorld.renderScene(fb) just before blitting the quest book, you can see the blit result becomes different. if you add a position offset and remove scaling, you can see the blit result become correct again - if i am right.