v3.2.2: updated libGDX to 1.13.6-SNAPSHOT
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@@ -23,8 +23,10 @@ package com.watabou.noosa;
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import com.badlogic.gdx.Files;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Mesh;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.scenes.scene2d.ui.Container;
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@@ -64,6 +66,9 @@ public class TextInput extends Component {
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viewport.setWorldSize(Game.width, Game.height);
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viewport.setScreenBounds(0, Game.bottomInset, Game.width, Game.height);
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viewport.setCamera(new OrthographicCamera());
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//TODO this is needed for the moment as Spritebatch switched to using VAOs in libGDX v1.13.1
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// This results in HARD crashes atm, whereas old vertex arrays work fine
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SpriteBatch.overrideVertexType = Mesh.VertexDataType.VertexArray;
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stage = new Stage(viewport);
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Game.inputHandler.addInputProcessor(stage);
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