badlogic
f1f4ea04eb
[as3] Get rid of regionTextureWidth/Height
2018-12-22 15:38:26 +01:00
badlogic
bcab346cde
[as3] Port of mesh whitespaces stripping. See #1232 .
2018-12-22 14:57:16 +01:00
badlogic
647d124361
[starling] Fixed two color tint.
2018-06-15 15:31:31 +02:00
badlogic
966ed65465
[starling] Updated to Starling 2.4, fixed #1125 . When clipping, we can't reuse the cached Mesh of the clipped attachment, but must allocate a new one. Otherwise the Starling MeshBatcher explodes.
2018-06-15 15:02:45 +02:00
badlogic
0d2ca5a62b
[starling] Don't perform hit test if SkeletonSprite is invisible or untouchable. Closes #1111
2018-05-15 11:22:31 +02:00
badlogic
63b27b9f46
[as3] Don't submit meshes with alpha==0. Closes #1080
2018-04-12 10:46:57 +02:00
badlogic
7a10d04e61
[starling] Closes #1078 , breaking change. If a skeleton requires two color tinting, you have to enable it manually via SKeletonSprite.twoColorTint = true. Skeletons with two color tinting enabled use TwoColorMeshStyle, which has a different vertex layout and shader compared to the default layout and shaders used by Starling and the spine-starling runtime. This will break your batch and add additional draw calls, use with care.
2018-02-08 14:39:51 +01:00
badlogic
d27a9a3d87
[starling] Remove allocations in TwoColorEffect. Closes #1078
2018-02-08 14:02:13 +01:00
badlogic
38c8c870e8
[starling] Fixed tint black shader. See #1003
2017-10-05 14:15:48 +02:00
badlogic
01f5293ef7
[starling] Fixed formatting.
2017-08-10 12:15:03 +02:00
aram-ahak
cc2d616dbc
Removed atlas usage in newMeshAttachment() method ( #963 )
2017-08-10 12:14:16 +02:00
badlogic
c7f96ebc70
Manually merged PR #952
2017-07-28 10:59:04 +02:00
aram-ahak
edc756507d
Removed TextureAtlas operations from newRegionAttachment and newMeshAttachment.
2017-07-25 00:06:53 +04:00
badlogic
ea7dbecb98
[starling] You can now override StarlingAtlasAttachmentLoader#getTexture to provide your own texture for a path
2017-07-19 14:27:45 +02:00
badlogic
f2bd63ce6c
[as3][starling] Fixed StarlingAtlasAttachmentLoader. Thanks @vync79. Closes #939
2017-07-17 14:18:26 +02:00
badlogic
4f0708deb0
Manually merged PR #929
2017-07-12 10:54:27 +02:00
badlogic
943b4f98a7
[as3][starling] Added VertexEffect and implementations plus support for Starling. See #898
2017-06-27 14:25:02 +02:00
badlogic
2b60e8f3b2
[starling] Added support for rotated regions in atlases loaded via StarlingAttachmentLoader. Closes #897
2017-05-10 15:32:02 +02:00
badlogic
d0a79def31
[starling] Fixed assignment of MeshStyle and colorizing vertices. Closes #879
2017-04-21 10:24:18 +02:00
badlogic
689d753030
[starling] Fixed another double header
2017-04-14 17:03:31 +02:00
badlogic
971e203b9e
[as3][starling] Added clipping. Worked before moving stuff around in FDT. Seems like convex decomposer is now bugged?
2017-04-13 15:08:34 +02:00
badlogic
8920840ecf
[starling] Fixed renderer, ignores path attachments. Fixed samples, click on sprites to advance to next sample. Updated assets
2017-04-11 13:11:02 +02:00
badlogic
4935284449
[starling] Added two color tinting. Closes part of #843
2017-03-10 11:28:51 +01:00
badlogic
56ef82b843
[as3][starling] Formatting.
2017-03-09 14:34:09 +01:00
badlogic
8eba84856e
[starling] two color tint baby steps
2017-03-09 10:12:18 +01:00
badlogic
787a525a93
[runtimes] Closes #842 , sorting of transform constraints
2017-02-23 15:44:31 +01:00
badlogic
cbe79ba04a
Merged master manually
2017-02-23 14:39:36 +01:00
id-ilych
16b9d63bf7
Bug: animation totally disappears if has alpha < 1 ( #833 )
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This problem was probably introduced while moving to new starling version where premultiplied alpha is no longer passed as an argument to `render()`.
BTW if I get it right then there's no need to manually restore `blendMode` because `DisplayObjectContainer` wraps child's `render()` with `painter.pushState()`/`painter.popState()`.
2017-02-23 11:22:48 +01:00
id-ilych
7a2547831a
Bug: hitTest is broken for empty animation ( #832 )
2017-02-23 11:21:19 +01:00
id-ilych
aefd9e4b01
Bug: wrong blend mode for MeshAttachment ( #831 )
2017-02-21 11:17:14 +01:00
badlogic
7ac7afac2c
[as3][starling] Ported 3.6 changes, two color timeline, changed updateWorldVertices to computeWorldVertices, point attachment, transform constraint local and relative mode. Does not actually render two color tinted slots yet.
2017-01-27 11:43:04 +01:00
NathanSweet
36000e3c55
Updated to v3.5 (merge dev branch).
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# Conflicts:
# spine-c/src/spine/AnimationState.c
2016-11-15 23:10:23 +01:00
badlogic
53072a5a3e
[starling] Closes #651 , StarlingAtlasAttachmentLoader can now work with texture(s) as well!
2016-11-07 14:47:32 +01:00
NathanSweet
c0fdc454a2
Fixed inconsistent newlines.
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License header was followed by \n\n and files ended with \n. Changed to \r\n.
2016-10-15 23:45:16 +02:00
NathanSweet
7a18f0818c
Every space in its place! (tm)
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(whitespace clean up)
2016-10-15 23:15:41 +02:00
badlogic
5aa27771c3
[runtimes] Updated ALL sources to use latest Spine Runtimes License v2.5. Manually checked all the things...
2016-10-13 15:12:05 +02:00
badlogic
ddb7e52a41
[starling] Closes #662 . Each region attachment receives a renderObject which is a Starling Image. A Starling Image is essentially like a libGDX region, holding a texture and uvs. When two slots share the same region attachment, we run into issues. E.g. if the slots differ in color, the shared Image color will be set to the last slot being drawn. Since Starling does batching, stuff breaks.
2016-08-09 11:06:11 +02:00
Julienpretty
9a8ce4e78e
Improved performances when applying color and alpha on vertices
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Instead of setting color and alpha on each vertex, call colorize() only once before iterating through all vertices.
In our use case, performances are multiplied by 2.
2016-07-28 10:46:56 +02:00
badlogic
efa2f89289
[as3][starling] Updated ActionScript 3 and Starling runtime to Spine 3.4, now with paths and shearing. Check out new starling tank sample
2016-07-15 12:12:02 +02:00
badlogic
3de5fe4ea3
[as3][starling] Added default constructors to base classes. Changed project settings to use Air 22. Updated Starling runtime to Starling 2.0, removing PolygonBatch etc. Smoothing and pre-multiplied alpha support currently missing.
2016-07-12 14:18:29 +02:00
NathanSweet
04552b74e5
Clean up.
2016-05-11 13:21:59 +02:00
NathanSweet
a1554a3b42
spine-starling, fixed batching when not visible.
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closes #416
2016-05-11 13:11:56 +02:00
NathanSweet
a9342ed193
Fixed spine-starling batch flushing.
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closes #392
closes #507
2016-05-11 13:06:45 +02:00
NathanSweet
93bc7080f1
Fixed bounds.
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closes #440
2016-05-11 12:48:11 +02:00
NathanSweet
56abccb508
Fixed tinting for non-PMA textures.
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closes #489
2016-04-04 11:11:24 +02:00
NathanSweet
ef0b4b4bb9
Fixed single bone IK with skeleton flipping. Updated SWC for WeightedMeshAttachment.
2016-02-27 02:12:55 +01:00
NathanSweet
a7b08fe8c2
Updated spine-starling to Spine v3 and Starling 1.7 and for use with PowerFlasher FDT.
2016-02-17 04:57:59 +01:00
NathanSweet
27270a5781
Spine Runtimes license update.
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Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
f8a76c6455
Blend modes for all runtimes.
2015-04-02 14:20:20 +02:00
Sebastien Flory
01ba46ff0e
Fix issue with HitTest
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Hi,
I dont think you need to apply the scales here because it will be done automatically by the framework (the localPoint is already transformed in the locales coordinates)
Have a nice day!
Seb
2014-12-16 10:02:46 +01:00