[ue4] Test assets

This commit is contained in:
badlogic 2016-12-14 13:50:09 +01:00
parent 74850f67a3
commit ae339ccb51
5 changed files with 4 additions and 4 deletions

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@ -167,10 +167,10 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
UMaterialInstanceDynamic* material = nullptr; UMaterialInstanceDynamic* material = nullptr;
switch(slot->data->blendMode) { switch(slot->data->blendMode) {
case SP_BLEND_MODE_NORMAL: /*case SP_BLEND_MODE_NORMAL:
material = pageToNormalBlendMaterial[region->page]; material = pageToNormalBlendMaterial[region->page];
break; break;
/*case SP_BLEND_MODE_ADDITIVE: case SP_BLEND_MODE_ADDITIVE:
material = pageToAdditiveBlendMaterial[region->page]; material = pageToAdditiveBlendMaterial[region->page];
break; break;
case SP_BLEND_MODE_MULTIPLY: case SP_BLEND_MODE_MULTIPLY:
@ -183,10 +183,10 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
material = pageToNormalBlendMaterial[region->page]; material = pageToNormalBlendMaterial[region->page];
} }
if (lastMaterial != material) { // if (lastMaterial != material) {
Flush(meshSection, vertices, indices, uvs, colors, lastMaterial); Flush(meshSection, vertices, indices, uvs, colors, lastMaterial);
lastMaterial = material; lastMaterial = material;
} // }
spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData()); spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData());