I thought this method would be useful because when I use setAlpha and setColor together on one image then setAlpha becomes irrelevant.
Is this supposed to work like this?
We can see this in the image.drawEmbedded method.
-> if corners are set then their alpha value is used and overwrites the alpha color that is binded before drawEmbedded is called.
Code:
if (alpha != 1) {
if (filter == null) {
filter = Color.white;
}
filter = new Color(filter);
filter.a *= alpha;
}
if (filter != null) {
filter.bind();
}
Code:
public void drawEmbedded(float x, float y, float width, float height) {
init();
if (corners == null) {
GL.glTexCoord2f(textureOffsetX, textureOffsetY);
GL.glVertex3f(x, y, 0);
GL.glTexCoord2f(textureOffsetX, textureOffsetY + textureHeight);
GL.glVertex3f(x, y + height, 0);
GL.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY
+ textureHeight);
GL.glVertex3f(x + width, y + height, 0);
GL.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY);
GL.glVertex3f(x + width, y, 0);
} else {
corners[TOP_LEFT].bind();
GL.glTexCoord2f(textureOffsetX, textureOffsetY);
GL.glVertex3f(x, y, 0);
corners[BOTTOM_LEFT].bind();
GL.glTexCoord2f(textureOffsetX, textureOffsetY + textureHeight);
GL.glVertex3f(x, y + height, 0);
corners[BOTTOM_RIGHT].bind();
GL.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY
+ textureHeight);
GL.glVertex3f(x + width, y + height, 0);
corners[TOP_RIGHT].bind();
GL.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY);
GL.glVertex3f(x + width, y, 0);
}
}