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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
Updated cocos2d-x v2 to latest spine-c.
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@ -67,7 +67,7 @@ PolygonBatch::~PolygonBatch () {
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void PolygonBatch::add (CCTexture2D* addTexture,
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void PolygonBatch::add (CCTexture2D* addTexture,
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const float* addVertices, const float* uvs, int addVerticesCount,
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const float* addVertices, const float* uvs, int addVerticesCount,
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const int* addTriangles, int addTrianglesCount,
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const unsigned short* addTriangles, int addTrianglesCount,
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ccColor4B* color) {
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ccColor4B* color) {
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if (
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if (
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@ -50,7 +50,7 @@ public:
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bool initWithCapacity (int capacity);
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bool initWithCapacity (int capacity);
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void add (cocos2d::CCTexture2D* texture,
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void add (cocos2d::CCTexture2D* texture,
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const float* vertices, const float* uvs, int verticesCount,
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const float* vertices, const float* uvs, int verticesCount,
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const int* triangles, int trianglesCount,
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const unsigned short* triangles, int trianglesCount,
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cocos2d::ccColor4B* color);
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cocos2d::ccColor4B* color);
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void flush ();
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void flush ();
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@ -41,7 +41,7 @@ using std::max;
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namespace spine {
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namespace spine {
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static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
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static const unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0};
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
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@ -148,7 +148,7 @@ void SkeletonRenderer::draw () {
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ccColor4B color;
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ccColor4B color;
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const float* uvs = nullptr;
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const float* uvs = nullptr;
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int verticesCount = 0;
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int verticesCount = 0;
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const int* triangles = nullptr;
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const unsigned short* triangles = nullptr;
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int trianglesCount = 0;
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int trianglesCount = 0;
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float r = 0, g = 0, b = 0, a = 0;
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float r = 0, g = 0, b = 0, a = 0;
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for (int i = 0, n = skeleton->slotsCount; i < n; i++) {
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for (int i = 0, n = skeleton->slotsCount; i < n; i++) {
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