diff --git a/spine-ts/README.md b/spine-ts/README.md index 6343767fc..1161689b6 100644 --- a/spine-ts/README.md +++ b/spine-ts/README.md @@ -6,10 +6,11 @@ up into multiple modules: 1. `spine-core/`, the core classes to load and process Spine skeletons. 1. `spine-webgl/`, a self-contained WebGL backend, built on the core classes. 1. `spine-canvas/`, a self-contained Canvas backend, built on the core classes. -1. `spine-threejs/`, a self-contained THREE.JS backend, built on the core classes. +1. `spine-canvaskit/`, a self-contained [CanvasKit](https://skia.org/docs/user/modules/canvaskit/) backend, built on the core classes for CanvasKit, supporting both NodeJS for headless rendering, and browsers. +1. `spine-threejs/`, a self-contained [THREE.JS](https://threejs.org/) backend, built on the core classes. 1. `spine-player/`, a self-contained player to easily display Spine animations on your website, built on the core classes and WebGL backend. -1. `spine-phaser/`, a Phaser backend, built on the core classes. -1. `spine-pixi/`, a Pixi backend, built on the core classes. +1. `spine-phaser/`, a [Phaser](https://phaser.io/) backend, built on the core classes. +1. `spine-pixi/`, a [PixiJS](https://pixijs.com/) backend, built on the core classes. In most cases, the `spine-player` module is best suited for your needs. Please refer to the [Spine Web Player documentation](https://esotericsoftware.com/spine-player) for more information. @@ -35,9 +36,11 @@ For the official legal terms governing the Spine Runtimes, please read the [Spin spine-ts works with data exported from Spine 4.2.xx. -The spine-ts WebGL and Player backends support all Spine features. +spine-ts Canvas does not support mesh attachments, clipping attachments, or two-color tinting. Only the alpha channel from tint colors is applied. Experimental support for mesh attachments can be enabled by setting `spine.SkeletonRenderer.useTriangleRendering` to true. Note that this experimental mesh rendering is slow and render with artifacts on some browsers. -spine-ts Canvas does not support mesh attachments, clipping attachments, or color tinting. Only the alpha channel from tint colors is applied. Experimental support for mesh attachments can be enabled by setting `spine.SkeletonRenderer.useTriangleRendering` to true. Note that this experimental mesh rendering is slow and render with artifacts on some browsers. +spine-canvaskit supports all Spine features except two-color tinting. + +The spine-webgl and spine-player support all Spine features. spine-ts THREE.JS does not support two color tinting. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings. @@ -50,20 +53,23 @@ All spine-ts modules are published to [npm](http://npmjs.com) for consumption vi You can include a module in your project via a ` -// spine-ts Canvas +// spine-canvas -// spine-ts WebGL +// spine-canvaskit + + +// spine-webgl -// spine-ts Player, which requires a spine-player.css as well +// spine-player, which requires a spine-player.css as well -// spine-ts ThreeJS +// spine-threejs // spine-phaser @@ -84,6 +90,7 @@ If your project dependencies are managed through NPM or Yarn, you can add spine- ``` npm install @esotericsoftware/spine-core npm install @esotericsoftware/spine-canvas +npm install @esotericsoftware/spine-canvaskit npm install @esotericsoftware/spine-webgl npm install @esotericsoftware/spine-player npm install @esotericsoftware/spine-threejs diff --git a/spine-ts/index.html b/spine-ts/index.html index 60518ab10..343e4d3fb 100644 --- a/spine-ts/index.html +++ b/spine-ts/index.html @@ -20,6 +20,10 @@ Mouse click +
  • CanvasKit
  • +
  • Pixi