[love2d] Fixed blending. Closes #720

This commit is contained in:
badlogic 2017-03-20 10:20:35 +01:00
parent 7c614d1cd4
commit 315b442b7b

View File

@ -302,18 +302,19 @@ function SkeletonRenderer:draw (skeleton)
if texture then if texture then
local slotBlendMode = slot.data.blendMode local slotBlendMode = slot.data.blendMode
if lastBlendMode ~= slotBlendMode then if lastBlendMode ~= slotBlendMode then
batcher:stop()
batcher:begin()
if slotBlendMode == spine.BlendMode.normal then if slotBlendMode == spine.BlendMode.normal then
love.graphics.setBlendMode("alpha") love.graphics.setBlendMode("alpha")
elseif slotBlendMode == spine.BlendMode.additive then elseif slotBlendMode == spine.BlendMode.additive then
love.graphics.setBlendMode("additive") love.graphics.setBlendMode("add")
elseif slotBlendMode == spine.BlendMode.multiply then elseif slotBlendMode == spine.BlendMode.multiply then
love.graphics.setBlendMode("multiply") love.graphics.setBlendMode("multiply")
elseif slotBlendMode == spine.BlendMode.screen then elseif slotBlendMode == spine.BlendMode.screen then
love.graphics.setBlendMode("screen") love.graphics.setBlendMode("screen")
end end
lastBlendMode = slotBlendMode lastBlendMode = slotBlendMode
batcher:stop()
batcher:begin()
end end
batcher:draw(texture, vertices, numVertices, indices) batcher:draw(texture, vertices, numVertices, indices)
end end