From ff926a2b8e97037d6d7b8c429c824a0cde771ce8 Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Fri, 25 Jul 2014 16:39:04 +0200 Subject: [PATCH] Default mesh rendering to true. Less confusing for noobs. --- .../spine-starling/src/spine/starling/SkeletonAnimation.as | 3 ++- .../spine-starling/src/spine/starling/SkeletonSprite.as | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/spine-starling/spine-starling/src/spine/starling/SkeletonAnimation.as b/spine-starling/spine-starling/src/spine/starling/SkeletonAnimation.as index 9a801c395..c4ab93805 100644 --- a/spine-starling/spine-starling/src/spine/starling/SkeletonAnimation.as +++ b/spine-starling/spine-starling/src/spine/starling/SkeletonAnimation.as @@ -39,7 +39,8 @@ public class SkeletonAnimation extends SkeletonSprite implements IAnimatable { public var state:AnimationState; public var timeScale:Number = 1; - public function SkeletonAnimation (skeletonData:SkeletonData, renderMeshes:Boolean = false, stateData:AnimationStateData = null) { + /** @param renderMeshes If false, meshes won't be rendered. This may improve batching with non-Spine display objects. */ + public function SkeletonAnimation (skeletonData:SkeletonData, renderMeshes:Boolean = true, stateData:AnimationStateData = null) { super(skeletonData, renderMeshes); state = new AnimationState(stateData ? stateData : new AnimationStateData(skeletonData)); } diff --git a/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as b/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as index e94dd2447..ffcd3a84c 100644 --- a/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as +++ b/spine-starling/spine-starling/src/spine/starling/SkeletonSprite.as @@ -65,7 +65,8 @@ public class SkeletonSprite extends DisplayObject { private var _batched:Boolean; private var _smoothing:String = "bilinear"; - public function SkeletonSprite (skeletonData:SkeletonData, renderMeshes:Boolean = false) { + /** @param renderMeshes If false, meshes won't be rendered. This may improve batching with non-Spine display objects. */ + public function SkeletonSprite (skeletonData:SkeletonData, renderMeshes:Boolean = true) { Bone.yDown = true; if (renderMeshes) _polygonBatch = new PolygonBatch();