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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Merge branch '3.8' into 3.9-beta
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commit
6defe69d72
@ -56,6 +56,12 @@ namespace Spine {
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private bool premultipliedAlpha;
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private bool premultipliedAlpha;
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public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } }
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public bool PremultipliedAlpha { get { return premultipliedAlpha; } set { premultipliedAlpha = value; } }
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/// <summary>Attachments are rendered back to front in the x/y plane by the SkeletonRenderer.
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/// Each attachment is offset by a customizable z-spacing value on the z-axis to avoid z-fighting
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/// in shaders with ZWrite enabled. Typical values lie in the range [-0.1, 0].</summary>
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private float zSpacing = 0.0f;
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public float ZSpacing { get { return zSpacing; } set { zSpacing = value; } }
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public SkeletonRenderer (GraphicsDevice device) {
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public SkeletonRenderer (GraphicsDevice device) {
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this.device = device;
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this.device = device;
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@ -100,6 +106,7 @@ namespace Spine {
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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Slot slot = drawOrderItems[i];
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Slot slot = drawOrderItems[i];
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Attachment attachment = slot.Attachment;
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Attachment attachment = slot.Attachment;
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float attachmentZOffset = zSpacing * i;
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float attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
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float attachmentColorR, attachmentColorG, attachmentColorB, attachmentColorA;
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Texture2D texture = null;
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Texture2D texture = null;
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@ -199,7 +206,7 @@ namespace Spine {
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itemVertices[ii].Color2 = darkColor;
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itemVertices[ii].Color2 = darkColor;
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itemVertices[ii].Position.X = vertices[v];
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itemVertices[ii].Position.X = vertices[v];
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itemVertices[ii].Position.Y = vertices[v + 1];
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itemVertices[ii].Position.Y = vertices[v + 1];
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itemVertices[ii].Position.Z = 0;
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itemVertices[ii].Position.Z = attachmentZOffset;
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itemVertices[ii].TextureCoordinate.X = uvs[v];
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itemVertices[ii].TextureCoordinate.X = uvs[v];
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itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
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itemVertices[ii].TextureCoordinate.Y = uvs[v + 1];
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if (VertexEffect != null) VertexEffect.Transform(ref itemVertices[ii]);
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if (VertexEffect != null) VertexEffect.Transform(ref itemVertices[ii]);
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