[cocos2dx] Fixes #1229, tint black calculation was incorrect.

This commit is contained in:
badlogic 2018-12-17 15:04:16 +01:00
parent b7bfb28407
commit 65409ae048

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@ -396,13 +396,13 @@ namespace spine {
continue; continue;
} }
float multiplier = _premultipliedAlpha ? alpha : 255; float multiplier = _premultipliedAlpha ? alpha : 255;
float red = nodeColor.r * _skeleton->getColor().r * slot->getColor().r * multiplier; float red = nodeColor.r * _skeleton->getColor().r * color.r * multiplier;
float green = nodeColor.g * _skeleton->getColor().g * slot->getColor().g * multiplier; float green = nodeColor.g * _skeleton->getColor().g * color.g * multiplier;
float blue = nodeColor.b * _skeleton->getColor().b * slot->getColor().b * multiplier; float blue = nodeColor.b * _skeleton->getColor().b * color.b * multiplier;
color.r = red * color.r; color.r = red * slot->getColor().r;
color.g = green * color.g; color.g = green * slot->getColor().g;
color.b = blue * color.b; color.b = blue * slot->getColor().b;
color.a = alpha; color.a = alpha;
if (slot->hasDarkColor()) { if (slot->hasDarkColor()) {