[cocos2dx] Fixes tint black.

This commit is contained in:
badlogic 2018-08-13 16:56:05 +02:00
commit f033239b54
2 changed files with 24 additions and 17 deletions

View File

@ -59,7 +59,9 @@ bool AppDelegate::applicationDidFinishLaunching () {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if (!glview) {
if (!glview) {
GLContextAttrs attrs = { 8, 8, 8, 8, 0, 0 };
GLView::setGLContextAttrs(attrs);
glview = GLViewImpl::create("Spine Example");
director->setOpenGLView(glview);
}

View File

@ -389,27 +389,32 @@ namespace spine {
continue;
}
if (slot->hasDarkColor()) {
darkColor.r = slot->getDarkColor().r * 255;
darkColor.g = slot->getDarkColor().g * 255;
darkColor.b = slot->getDarkColor().b * 255;
} else {
darkColor.r = 0;
darkColor.g = 0;
darkColor.b = 0;
}
darkColor.a = darkPremultipliedAlpha;
color.a *= nodeColor.a * _skeleton->getColor().a * slot->getColor().a * 255;
float alpha = nodeColor.a * _skeleton->getColor().a * slot->getColor().a * color.a * 255;
// skip rendering if the color of this attachment is 0
if (color.a == 0){
_clipper->clipEnd(*slot);
continue;
}
float multiplier = _premultipliedAlpha ? color.a : 255;
color.r *= nodeColor.r * _skeleton->getColor().r * slot->getColor().r * multiplier;
color.g *= nodeColor.g * _skeleton->getColor().g * slot->getColor().g * multiplier;
color.b *= nodeColor.b * _skeleton->getColor().b * slot->getColor().b * multiplier;
float multiplier = _premultipliedAlpha ? alpha : 255;
float red = nodeColor.r * _skeleton->getColor().r * slot->getColor().r * multiplier;
float green = nodeColor.g * _skeleton->getColor().g * slot->getColor().g * multiplier;
float blue = nodeColor.b * _skeleton->getColor().b * slot->getColor().b * multiplier;
color.r = red * color.r;
color.g = green * color.g;
color.b = blue * color.b;
color.a = alpha;
if (slot->hasDarkColor()) {
darkColor.r = red * slot->getDarkColor().r;
darkColor.g = green * slot->getDarkColor().g;
darkColor.b = blue * slot->getDarkColor().b;
} else {
darkColor.r = 0;
darkColor.g = 0;
darkColor.b = 0;
}
darkColor.a = _premultipliedAlpha ? 255 : 0;
BlendFunc blendFunc;
switch (slot->getData().getBlendMode()) {