[ue4] Ported to 3.6

This commit is contained in:
badlogic 2017-01-31 14:22:07 +01:00
parent c081f8f6d4
commit b0294beb22

View File

@ -228,12 +228,12 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
idx = 0;
}
spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData());
spRegionAttachment_computeWorldVertices(regionAttachment, slot->bone, worldVertices.GetData(), 0, 2);
uint8 r = static_cast<uint8>(Skeleton->r * slot->r * 255);
uint8 g = static_cast<uint8>(Skeleton->g * slot->g * 255);
uint8 b = static_cast<uint8>(Skeleton->b * slot->b * 255);
uint8 a = static_cast<uint8>(Skeleton->a * slot->a * 255);
uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(worldVertices[0], depthOffset, worldVertices[1]));
@ -298,12 +298,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(spSkeleton* Skeleton) {
if (mesh->super.worldVerticesLength> worldVertices.Num()) {
worldVertices.SetNum(mesh->super.worldVerticesLength);
}
spMeshAttachment_computeWorldVertices(mesh, slot, worldVertices.GetData());
spVertexAttachment_computeWorldVertices(&mesh->super, slot, 0, mesh->super.worldVerticesLength, worldVertices.GetData(), 0, 2);
uint8 r = static_cast<uint8>(Skeleton->r * slot->r * 255);
uint8 g = static_cast<uint8>(Skeleton->g * slot->g * 255);
uint8 b = static_cast<uint8>(Skeleton->b * slot->b * 255);
uint8 a = static_cast<uint8>(Skeleton->a * slot->a * 255);
uint8 r = static_cast<uint8>(Skeleton->color.r * slot->color.r * 255);
uint8 g = static_cast<uint8>(Skeleton->color.g * slot->color.g * 255);
uint8 b = static_cast<uint8>(Skeleton->color.b * slot->color.b * 255);
uint8 a = static_cast<uint8>(Skeleton->color.a * slot->color.a * 255);
for (int j = 0; j < mesh->super.worldVerticesLength; j += 2) {
colors.Add(FColor(r, g, b, a));