Updated cocos2d-x v2 to latest spine-c.

This commit is contained in:
NathanSweet 2016-04-02 15:32:22 +02:00
parent f59e461230
commit fe55f6feee
3 changed files with 4 additions and 4 deletions

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@ -67,7 +67,7 @@ PolygonBatch::~PolygonBatch () {
void PolygonBatch::add (CCTexture2D* addTexture, void PolygonBatch::add (CCTexture2D* addTexture,
const float* addVertices, const float* uvs, int addVerticesCount, const float* addVertices, const float* uvs, int addVerticesCount,
const int* addTriangles, int addTrianglesCount, const unsigned short* addTriangles, int addTrianglesCount,
ccColor4B* color) { ccColor4B* color) {
if ( if (

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@ -50,7 +50,7 @@ public:
bool initWithCapacity (int capacity); bool initWithCapacity (int capacity);
void add (cocos2d::CCTexture2D* texture, void add (cocos2d::CCTexture2D* texture,
const float* vertices, const float* uvs, int verticesCount, const float* vertices, const float* uvs, int verticesCount,
const int* triangles, int trianglesCount, const unsigned short* triangles, int trianglesCount,
cocos2d::ccColor4B* color); cocos2d::ccColor4B* color);
void flush (); void flush ();

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@ -41,7 +41,7 @@ using std::max;
namespace spine { namespace spine {
static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0}; static const unsigned short quadTriangles[6] = {0, 1, 2, 2, 3, 0};
SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) { SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData); SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
@ -148,7 +148,7 @@ void SkeletonRenderer::draw () {
ccColor4B color; ccColor4B color;
const float* uvs = nullptr; const float* uvs = nullptr;
int verticesCount = 0; int verticesCount = 0;
const int* triangles = nullptr; const unsigned short* triangles = nullptr;
int trianglesCount = 0; int trianglesCount = 0;
float r = 0, g = 0, b = 0, a = 0; float r = 0, g = 0, b = 0, a = 0;
for (int i = 0, n = skeleton->slotsCount; i < n; i++) { for (int i = 0, n = skeleton->slotsCount; i < n; i++) {