badlogic
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7867f09a6d
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Merge branch '3.6' into 3.7-beta
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2018-04-12 10:42:46 +02:00 |
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badlogic
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7647c345e3
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[cocos2dx] Initializing skeleton setup poses and world transform on construction to avoid flicked in first frame. Closes #1098
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2018-04-12 10:42:34 +02:00 |
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badlogic
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34bac82ee2
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[c] Fixed parsing of dark slot colors for binary files. See #1097
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2018-04-12 10:30:43 +02:00 |
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badlogic
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c97553474e
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Added new assets for libGDX tests.
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2018-04-12 10:24:42 +02:00 |
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badlogic
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28df2f8944
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Merge branch '3.6' into 3.7-beta
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2018-02-06 15:16:55 +01:00 |
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badlogic
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eecde9e871
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[cocos2d-x] Closes #1075, added SkeletonRenderer:setSlotsRange and SkeletonRenderer::createWithSkeleton. Allows rendering parts of a single skeleton, mixed with other nodes. See SkeletonRendererSeparator.cpp for an example.
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2018-02-06 15:16:23 +01:00 |
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badlogic
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b547280eb9
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Updated samples, added owl.
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2018-01-18 15:18:31 +01:00 |
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badlogic
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999e836ba0
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[cocos2dx] Closes #1062, proper handling of batch boundaries.
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2018-01-12 13:44:58 +01:00 |
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Greg Rynkowski
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97dd5ab8df
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Fix typo in the SkeletonAnimation::createWithFile (#1045)
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2017-12-07 15:47:32 +01:00 |
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badlogic
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f40efe6066
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Revert "fix warnings (#1034)"
This reverts commit 5948e5a62f0d9fb5a526c200dc70a81d286b1e38.
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2017-12-06 15:35:02 +01:00 |
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minggo
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5948e5a62f
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fix warnings (#1034)
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2017-11-21 11:17:39 +01:00 |
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badlogic
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843159b6c3
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[cocos2dx] Updated Android.mk. Closes #1036
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2017-11-10 11:27:23 +01:00 |
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badlogic
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095fe71ff8
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[cocos2dx] Updated to cocos2d-x 3.16.
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2017-11-02 10:51:26 +01:00 |
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Jare Guo
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041b6ddb00
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[cocos2dx] allow load custom atlas texture in _spAtlasPage_createTexture for CocosCreator (#1018)
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2017-10-13 09:50:03 +02:00 |
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badlogic
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8650c668e9
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[cocos2dx] Removed hard coded scratch buffer size, replaced with dynamic allocation. Also made it a global scratch buffer, instead of a per instance buffer. Saves 4kb per SkeletonRenderer instance. Closes #1015.
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2017-10-10 15:37:27 +02:00 |
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badlogic
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d0cc44bfdb
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Fixed URLs in READMEs, replaced most with relative links, so URLs point to correct branch.
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2017-10-04 15:08:22 +02:00 |
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badlogic
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f9245031a6
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[cocos2d-x] Ported new tint black shader. See #1003.
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2017-09-30 09:43:19 +02:00 |
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badlogic
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cdc335d41b
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[cocos2dx] Didn't invoke GL program state setup in initialize and setTwoColorTint. See #989
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2017-09-28 17:00:05 +02:00 |
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badlogic
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c1538b113b
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[cocos2d-x] Added ETC1 support, thanks @halx99. Closes #989
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2017-09-25 11:44:28 +02:00 |
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badlogic
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083e696220
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[cocos2d-x] Closes #984.
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2017-09-11 15:24:56 +02:00 |
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zzya
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5947520c9b
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fix clipping issue (#966)
* modify for clip
* fix clipping issue
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2017-08-15 20:27:26 +02:00 |
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badlogic
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f7bb981852
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[cocos2d-x] Call Node::update in SkeletonRenderer. Closes #960
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2017-08-03 11:22:47 +02:00 |
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zzya
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687d774082
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modify for clip (#955)
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2017-07-28 11:58:10 +02:00 |
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badlogic
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6e7c6ebc07
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[cocos2d-x] Not submitting geometry when final opacity of attachment is 0
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2017-07-17 14:26:06 +02:00 |
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badlogic
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3be988e12f
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Updated READMEs to point to correct zips
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2017-07-12 11:20:55 +02:00 |
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badlogic
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7488383b15
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[cocos2dx] Added support for vertex effects. See #898
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2017-06-26 15:00:59 +02:00 |
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badlogic
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b443e6e609
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[Lua] Fixed path constraint sorting and type check in case attachment of target is null. [cocos2dx] Fixed samples.
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2017-06-19 17:49:01 +02:00 |
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badlogic
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9bd1153518
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Updated examples and runtime demo code
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2017-06-19 16:47:28 +02:00 |
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badlogic
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1af2089157
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[cocos2dx] Fixed tinting and cascaded colors. Closes #902, closes #901
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2017-05-17 11:03:34 +02:00 |
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badlogic
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676b740269
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[c] Added stride to spSkeletonClipping_clipTriangles. [cocos2dx] Added clipping.
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2017-04-30 19:13:11 +02:00 |
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badlogic
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d52ac2afd4
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[c][sfml] Added clipping. [cocos2dx] Added stub for clipping and assets. [c] Fixed handling of indices short -> unsigned short
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2017-04-28 14:31:18 +02:00 |
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badlogic
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26c1bfe8b4
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[cocos2dx] Fixed #877, support for ETC1. Note that ETC1 is not supported when two color tinting is enabled!
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2017-04-18 10:31:57 +02:00 |
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badlogic
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137f95a20f
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[cocos2dx] Added debug meshes rendering.
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2017-04-18 10:26:25 +02:00 |
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badlogic
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8920840ecf
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[starling] Fixed renderer, ignores path attachments. Fixed samples, click on sprites to advance to next sample. Updated assets
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2017-04-11 13:11:02 +02:00 |
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badlogic
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0b40dd7a9f
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Updated exports
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2017-03-27 10:19:51 +02:00 |
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badlogic
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0be704dc66
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[cocos2d-objc] Added batcher, incomplete
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2017-03-02 08:47:15 +01:00 |
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badlogic
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8c6a91c2a1
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[cocos2dx] Batching of adjacent two color tinted skeletons. See README.md for rules on what does and doesn't break batching
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2017-03-01 11:28:29 +01:00 |
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badlogic
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4bb4c4d17a
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Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta
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2017-02-28 16:57:08 +01:00 |
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badlogic
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1c0076bce7
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[cocos2dx] Updated example to cocos2d-x 3.14.1
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2017-02-28 16:52:41 +01:00 |
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badlogic
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19ef777937
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Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta
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2017-02-28 16:46:18 +01:00 |
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badlogic
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f93486e11b
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[cocos2dx] Fixed Windows build of example
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2017-02-28 16:46:10 +01:00 |
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badlogic
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e5d6f3f202
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[cocos2dx] Fixed Android build of example
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2017-02-28 16:07:52 +01:00 |
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badlogic
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4fa4f9009e
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[cocos2dx] Updated README.md
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2017-02-28 15:53:12 +01:00 |
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badlogic
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bc8ac2e379
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[cococs2dx] Reverted temporary changes to samples
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2017-02-28 15:50:35 +01:00 |
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badlogic
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ca23700db0
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[cocos2dx] Fixed formatting, removed printf...
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2017-02-28 15:40:07 +01:00 |
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badlogic
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1be3c1a6b4
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[c] Implemented two color tinting. We use our own batching/shader, see SkeletonTwoColorBatch. Currently, every two color tinted skeleton is its own batch. Enable two color tinting by SkeletonRenderer::setTwoColorTint(true) for a specific skeleton instance
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2017-02-28 15:36:04 +01:00 |
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badlogic
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6c581880b0
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[cocos2d-x] Fixed up scaling factor in BatchingExample
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2017-02-23 13:21:51 +01:00 |
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badlogic
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38c3687e85
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[cocos2dx] Fixed mesh rendering
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2017-02-20 10:22:51 +01:00 |
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badlogic
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aa33f980d2
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[cocos2dx] First try at optimizing renderer by removing allocation. Meshes temporarily broken
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2017-02-20 10:00:57 +01:00 |
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badlogic
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25fb5b1bff
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[cocos2dx] Ported to 3.6, no two color batching yet
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2017-01-30 16:55:04 +01:00 |
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