I have a problem with glReadPixels/ScreenUtils.getFrameBufferPixmap() where semi-transparent sprites drawn on top of opaque ones seem to "overwrite" the transparency, resulting in a mess.
Black sprites with 10% transparency are drawn on top of the tiles to look like shadows.
Original (in-game) image:
Image obtained with glReadPixels in ScreenUtils.getFrameBufferPixmap(...):
(the shadows are white because they're slightly transparent)
How would I make alpha blending work properly in getFrameBufferPixmap()?