diff --git a/CHANGELOG.md b/CHANGELOG.md index 6e18f4a6b..2bfd144b6 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -44,6 +44,7 @@ ### Cocos2d-Objc * Fixed renderer to work with 3.6 changes + * Added support for two color tinting. Tinting is enabled/disabled per `SkeletonRenderer/SkeletonAnimation.twoColorTint = true`. Note that two color tinted skeletons do not batch with other nodes. ### SFML * Fixed renderer to work with 3.6 changes. Sadly, two color tinting does not work, as the vertex format in SFML is fixed. diff --git a/spine-cocos2d-objc/README.md b/spine-cocos2d-objc/README.md index ce45267f1..30b5f6519 100644 --- a/spine-cocos2d-objc/README.md +++ b/spine-cocos2d-objc/README.md @@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f ## Spine version -spine-cocos2d-objc works with data exported from Spine 3.5.xx. +spine-cocos2d-objc works with data exported from Spine 3.6.x. spine-cocos2d-objc supports all Spine features. @@ -29,6 +29,9 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen The Spine cocos2d-objc example works on iOS simulators and devices. +## Notes +* To enable two color tinting, set `SkeletonRenderer.twoColorTint = true`. Note that skeletons rendered with this feature will not batch with other skeletons. + ### iOS 1. Install [Xcode](https://developer.apple.com/xcode/) 2. Install [Homebrew](http://brew.sh/)