From 4fa4f9009efce058dd87660e9b35f6295ea6f7be Mon Sep 17 00:00:00 2001 From: badlogic Date: Tue, 28 Feb 2017 15:53:12 +0100 Subject: [PATCH] [cocos2dx] Updated README.md --- spine-cocos2dx/README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/spine-cocos2dx/README.md b/spine-cocos2dx/README.md index 0690693a2..1a0f9fa81 100644 --- a/spine-cocos2dx/README.md +++ b/spine-cocos2dx/README.md @@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f ## Spine version -spine-cocos2dx works with data exported from Spine 3.5.xx. +spine-cocos2dx works with data exported from Spine 3.6.xx. spine-cocos2dx supports all Spine features. @@ -69,6 +69,7 @@ The Spine cocos2d-x example works on Windows and Mac OS X. ## Notes - Images are premultiplied by cocos2d-x, so the Spine atlas images should *not* use premultiplied alpha. +- Two color tinting needs to be enabled on a per-skeleton basis. Call `SkeletonRenderer::setTwoColorTine(true)` or `SkeletonAnimation::setTwoColorTint(true)` after you created the skeleton instance. Note that two color tinting requires a custom shader and vertex format. Skeletons rendered with two color tinting can therefore not be batched with single color tinted skeletons or other 2D cocos2d-x elements like sprites. However, two-color tinted skeletons will be batched if possible when rendered after one another. ## Examples