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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Use getDisplayedOpacity.
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@ -141,7 +141,7 @@ void SkeletonRenderer::draw () {
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skeleton->r = nodeColor.r / (float)255;
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skeleton->g = nodeColor.g / (float)255;
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skeleton->b = nodeColor.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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skeleton->a = getDisplayedOpacity() / (float)255;
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int additive = -1;
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ccColor4B color;
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@ -147,7 +147,7 @@ void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpda
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skeleton->r = nodeColor.r / (float)255;
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skeleton->g = nodeColor.g / (float)255;
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skeleton->b = nodeColor.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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skeleton->a = getDisplayedOpacity() / (float)255;
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int additive = -1;
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Color4B color;
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@ -147,7 +147,7 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
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skeleton->r = nodeColor.r / (float)255;
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skeleton->g = nodeColor.g / (float)255;
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skeleton->b = nodeColor.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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skeleton->a = getDisplayedOpacity() / (float)255;
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int additive = -1;
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Color4B color;
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