RH
f06fd410e8
Fix to address issue introduced in PR #1787 where the same ProgramState was being used for each attachment, but would cause problems if the attachments did not use the same texture. ( #1801 )
2020-10-27 09:34:31 +01:00
halx99
21185a1fc3
fix
2020-10-16 18:46:13 +08:00
halx99
5bacfcd733
SkeletonTwoColorBatch also support custom program
2020-10-16 18:42:45 +08:00
halx99
84b0af8ac5
Fix custom program state not applied at cocos2d-x-4.0
2020-10-16 17:48:30 +08:00
badlogic
4927c2be63
[cocos2dx] Closes #1710 , MALLOC is not available in cocos2dx 3.x.
2020-08-26 16:20:46 +02:00
badlogic
1cc50fd09e
[cocos2dx] Closes #1734 , simplify file I/O.
2020-08-26 16:16:36 +02:00
badlogic
0a42f4fe28
[cocos2dx] Closes #1733 , missing JS bindings.
2020-08-26 16:14:48 +02:00
Nathan Sweet
13b3b2e011
Formatting.
2020-08-10 23:47:50 +02:00
Harald Csaszar
46a0ffce50
[cocos2d-x] Added early out check for MeshAttachment alpha == 0. Related to commit 254baf4. See #1708 .
2020-06-22 16:48:14 +02:00
Harald Csaszar
254baf4d75
[cocos2d-x] Fixed broken mesh indices when RegionAttachment alpha == 0. Closes #1708 .
2020-06-22 14:44:40 +02:00
badlogic
049adf7e2b
[cocos2dx] Apply node Z to debug node. Closes #1655 .
2020-04-20 15:51:57 +02:00
badlogic
b67bf992a0
Single bone IK fix and license header update. Closes #1580 , closes #1581 .
2019-12-20 12:20:46 +01:00
Arnold
8c8b08f80b
[bugfix] spine-cocos2dx renderer issues ( #1577 )
...
* fix some bugs
* auto release program
2019-12-18 09:19:58 +01:00
badlogic
8391097947
[cocos2dx] Don't cull if no visiting camera is set. Closes #1566 .
2019-12-10 16:12:32 +01:00
badlogic
75da2e3d94
[cocos2dx] Fix for iOS. Updated README.md partially.
2019-12-10 15:48:24 +01:00
badlogic
9ab8c3817b
[cocos2dx] Merged SkeletonRenderer code for v3 and v4. Only the batchers remain in separate source files.
2019-12-10 15:00:32 +01:00
badlogic
d8f94bc18a
[cocos2dx] Unified SkeletonRenderer.h
2019-12-10 13:38:20 +01:00
badlogic
d950c32ba2
[cocos2dx] Unify SkeletonRenderer interface.
2019-12-10 13:38:01 +01:00
badlogic
bf14723dcc
[cocos2dx] Initial cocos2dx v4 support. Need to fix formatting, ensure v3 and v4 work on all supported platforms, unify headers where possible and minimize code duplication.
2019-12-10 13:30:06 +01:00
badlogic
41cfd38049
[cpp][cocos2dx] Skin and attachment setters now handle empty strings correctly. Closes #1543 .
2019-11-19 16:36:25 +01:00
badlogic
656b08a32e
[cocos2dx] Added IK example, see #1532 . Also added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPostUpdateWorldTransformsListener().
2019-10-28 14:07:25 +01:00
badlogic
5cb9afd2fa
[cocos2dx] Reimplemented culling. Works with both 2D and 3D projections, and possibly custom projections as well. Closes #1445 .
2019-09-23 16:43:19 +02:00
badlogic
fba357ed74
[cocos2dx] SkeletonRenderer:getBoundingBox() recalculates the bounds on each call instead of relying on draw() having calculated it. Closes #1483 .
2019-09-23 16:03:37 +02:00
Stefano Lanza
df748dbe4b
Fix cocos2dx project and use of premultiplied alpha ( #1484 )
...
* Fix project
* Take into account premultiplied alpha of cocos2dx texture
2019-09-10 14:11:58 +02:00
NathanSweet
842dffbd83
[all] Source clean up, formatting, and tabs for indentation.
2019-08-27 15:57:14 +02:00
badlogic
40d4cad434
[cocos2dx] Properly retain/release textures in attachemnt vertices. Closes #1442 .
2019-08-12 14:02:05 +02:00
badlogic
aab88a7a6f
[cocos2dx] Fixed up reference to isAutoCullEnable().
2019-07-12 13:03:39 +02:00
Stefano Lanza
b648d3af99
Remove Socialpoint custom code related to cocos2dx ( #1407 )
2019-07-12 13:01:15 +02:00
badlogic
e5b88aa4c0
[cocos2dx] Temporarily enable culling by default.
2019-07-11 15:05:29 +02:00
badlogic
727b3866d3
Merge branch 'feature/socialpoint_custom_changes' of https://github.com/socialpoint/spine-runtimes into socialpoint
2019-07-11 14:56:56 +02:00
badlogic
8172d8c98b
[cocos2dx] Closes #1406 , set renderer object on track entry to NULL after track entry disposal.
2019-07-11 14:26:35 +02:00
unknown
16c2437d70
Fix breaking changes
2019-07-04 14:24:08 +02:00
unknown
c71736792b
Formatting
2019-07-03 12:56:51 +02:00
unknown
90f2968865
Clean ups
2019-07-03 12:49:10 +02:00
unknown
99c08fced6
Port more features
2019-07-02 17:51:47 +02:00
unknown
9745e3779c
Revert some changes and fix formatting
2019-07-02 12:36:52 +02:00
unknown
9df2c28768
ported more changes
2019-07-02 11:47:45 +02:00
unknown
c8a34cdbd5
Ported my fixes and optimization to spine stable
2019-07-01 17:15:03 +02:00
badlogic
d9793e5df9
[cocos2dx][cocos2dobjc] Renderers must not render slots with inactive bones.
2019-06-06 16:33:30 +02:00
badlogic
61d2b52868
[cocos2dx] Closes #1366 , setupGLProgramState incorrectly checked for RegionAttachment.
2019-05-31 11:33:21 +02:00
badlogic
7f7e5f0fec
Updated license headers and LICENSE files.
2019-05-02 11:38:19 +02:00
badlogic
5c62f78ed4
[cocos2dx] Segfault when copying old scratch buffer contents to resized buffer. Closes #1295 .
2019-03-07 19:00:47 +01:00
badlogic
65409ae048
[cocos2dx] Fixes #1229 , tint black calculation was incorrect.
2018-12-17 15:04:16 +01:00
badlogic
bd3d9ee36a
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-12-04 16:38:26 +01:00
badlogic
9d54f47114
[cocos2dx] Closes #1216 . Cocos2dx may draw a SkeletonAnimation node before its update method is called. The skeleton is thus rendered in the setup pose for the first frame.
2018-12-04 16:33:14 +01:00
badlogic
bb1bdd7046
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-10-26 17:12:08 +02:00
sp-stefano-lanza
7183e3b0bd
Feature/new skeleton culling ( #1196 )
...
* Fix culling of skeleton and clean up code
* Optionally draw the bounding rectangle of skeletons
* Add Visual Studio compiler support
* Fix indentation
* Fix indentation
* Fix indentation
* Revert some indentation changes
2018-10-16 15:46:49 +02:00
badlogic
7fba618e88
[cpp] Fixed bug in handling of dark colors on load.
2018-08-13 17:21:24 +02:00
badlogic
f033239b54
[cocos2dx] Fixes tint black.
2018-08-13 16:56:05 +02:00
badlogic
a6dcbc61e3
[cocos2dx] Fix for tint black in 3.7 branch.
2018-08-13 16:47:36 +02:00