[cocos2dx] Fix renderer compilation errors.

This commit is contained in:
Mario Zechner 2021-12-22 16:23:08 +01:00
parent 1976a3e6ca
commit 899a9a80b9

View File

@ -249,7 +249,6 @@ namespace spine {
void SkeletonRenderer::update(float deltaTime) {
Node::update(deltaTime);
if (_ownsSkeleton) _skeleton->update(deltaTime * _timeScale);
}
void SkeletonRenderer::draw(Renderer *renderer, const Mat4 &transform, uint32_t transformFlags) {
@ -657,7 +656,7 @@ namespace spine {
RegionAttachment *attachment = (RegionAttachment *) slot->getAttachment();
float worldVertices[8];
attachment->computeWorldVertices(slot->getBone(), worldVertices, 0, 2);
attachment->computeWorldVertices(*slot, worldVertices, 0, 2);
const Vec2 points[4] =
{
{worldVertices[0], worldVertices[1]},
@ -958,7 +957,7 @@ namespace spine {
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
RegionAttachment *const regionAttachment = static_cast<RegionAttachment *>(attachment);
assert(dstPtr + 8 <= dstEnd);
regionAttachment->computeWorldVertices(slot.getBone(), dstPtr, 0, 2);
regionAttachment->computeWorldVertices(slot, dstPtr, 0, 2);
dstPtr += 8;
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
MeshAttachment *const mesh = static_cast<MeshAttachment *>(attachment);