diff --git a/spine-cocos2dx/src/spine/SkeletonBatch.cpp b/spine-cocos2dx/src/spine/SkeletonBatch.cpp index e788e9214..eb9c6490c 100644 --- a/spine-cocos2dx/src/spine/SkeletonBatch.cpp +++ b/spine-cocos2dx/src/spine/SkeletonBatch.cpp @@ -97,9 +97,9 @@ cocos2d::V3F_C4B_T2F* SkeletonBatch::allocateVertices(uint32_t numVertices) { return vertices; } -cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) { +cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags) { TrianglesCommand* command = nextFreeCommand(); - command->init(globalOrder, textureID, glProgramState, blendType, triangles, mv, flags); + command->init(globalOrder, texture, glProgramState, blendType, triangles, mv, flags); renderer->addCommand(command); return command; } @@ -118,26 +118,4 @@ cocos2d::TrianglesCommand* SkeletonBatch::nextFreeCommand() { } return _commandsPool[_nextFreeCommand++]; } - -//void SkeletonBatch::addCommand (cocos2d::Renderer* renderer, float globalZOrder, GLuint textureID, GLProgramState* glProgramState, -// BlendFunc blendFunc, const TrianglesCommand::Triangles& triangles, const Mat4& transform, uint32_t transformFlags -// ) { -// if (_command->triangles->verts) { -// free(_command->triangles->verts); -// _command->triangles->verts = NULL; -// } -// -// _command->triangles->verts = (V3F_C4B_T2F *)malloc(sizeof(V3F_C4B_T2F) * triangles.vertCount); -// memcpy(_command->triangles->verts, triangles.verts, sizeof(V3F_C4B_T2F) * triangles.vertCount); -// -// _command->triangles->vertCount = triangles.vertCount; -// _command->triangles->indexCount = triangles.indexCount; -// _command->triangles->indices = triangles.indices; -// -// _command->trianglesCommand->init(globalZOrder, textureID, glProgramState, blendFunc, *_command->triangles, transform); -// renderer->addCommand(_command->trianglesCommand); -// -// if (!_command->next) _command->next = new Command(); -// _command = _command->next; -//} } diff --git a/spine-cocos2dx/src/spine/SkeletonBatch.h b/spine-cocos2dx/src/spine/SkeletonBatch.h index 25e88124e..5fea88786 100644 --- a/spine-cocos2dx/src/spine/SkeletonBatch.h +++ b/spine-cocos2dx/src/spine/SkeletonBatch.h @@ -46,7 +46,7 @@ namespace spine { void update (float delta); cocos2d::V3F_C4B_T2F* allocateVertices(uint32_t numVertices); - cocos2d::TrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, GLuint textureID, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags); + cocos2d::TrianglesCommand* addCommand(cocos2d::Renderer* renderer, float globalOrder, cocos2d::Texture2D* texture, cocos2d::GLProgramState* glProgramState, cocos2d::BlendFunc blendType, const cocos2d::TrianglesCommand::Triangles& triangles, const cocos2d::Mat4& mv, uint32_t flags); protected: SkeletonBatch (); diff --git a/spine-cocos2dx/src/spine/SkeletonRenderer.cpp b/spine-cocos2dx/src/spine/SkeletonRenderer.cpp index 26ef4c8b1..3d86af56c 100644 --- a/spine-cocos2dx/src/spine/SkeletonRenderer.cpp +++ b/spine-cocos2dx/src/spine/SkeletonRenderer.cpp @@ -305,7 +305,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t } if (!isTwoColorTint) { - cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, triangles, transform, transformFlags); + cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags); for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) { V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;