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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Default mesh rendering to true.
Less confusing for noobs.
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@ -39,7 +39,8 @@ public class SkeletonAnimation extends SkeletonSprite implements IAnimatable {
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public var state:AnimationState;
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public var timeScale:Number = 1;
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public function SkeletonAnimation (skeletonData:SkeletonData, renderMeshes:Boolean = false, stateData:AnimationStateData = null) {
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/** @param renderMeshes If false, meshes won't be rendered. This may improve batching with non-Spine display objects. */
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public function SkeletonAnimation (skeletonData:SkeletonData, renderMeshes:Boolean = true, stateData:AnimationStateData = null) {
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super(skeletonData, renderMeshes);
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state = new AnimationState(stateData ? stateData : new AnimationStateData(skeletonData));
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}
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@ -65,7 +65,8 @@ public class SkeletonSprite extends DisplayObject {
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private var _batched:Boolean;
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private var _smoothing:String = "bilinear";
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public function SkeletonSprite (skeletonData:SkeletonData, renderMeshes:Boolean = false) {
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/** @param renderMeshes If false, meshes won't be rendered. This may improve batching with non-Spine display objects. */
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public function SkeletonSprite (skeletonData:SkeletonData, renderMeshes:Boolean = true) {
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Bone.yDown = true;
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if (renderMeshes) _polygonBatch = new PolygonBatch();
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