Pastaspace Posted March 2, 2016 Share Posted March 2, 2016 I have a basic options menu that, in order to show all the options, is drawn on a different before that buffer's colortexture is drawn: Buffer* bf_normalBuffer; Buffer* bf_resizeBuffer; Texture* tt_drawingTexture; //At initialization bf_normalBuffer = Buffer::GetCurrent(); bf_resizeBuffer = Buffer::Create(1600, 900); //Code within the drawing function itself Buffer::SetCurrent(bf_resizeBuffer); bf_resizeBuffer->SetColor(Vec4(0, 0, 0, 0)); bf_resizeBuffer->Clear(bf_resizeBuffer->Color); Context::GetCurrent()->SetBlendMode(Blend::Alpha); Context::GetCurrent()->SetColor(Vec4(1, 1, 1, 1)); //Draws text code goes here //Then switches back tt_drawingTexture = bf_resizeBuffer->GetColorTexture(0); Buffer::SetCurrent(bf_normalBuffer); Context::GetCurrent()->DrawImage(tt_drawingTexture, 0, 0, 1600, 900); Context::GetCurrent()->SetColor(Vec4(1, 1, 1, 1)); Here's the issue. When using this code (rather than just drawing the text without switching buffers), the text on screen is a lot less fuller, and the color is a lot more washed out. A comparison: Versus it with the buffer code So what exactly is the issue? Is there some setting or aspect of buffers I'm missing? Quote Link to comment Share on other sites More sharing options...
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