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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badlogic
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fe8eae4b8e
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[c] 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. Also updated example exports
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2017-01-30 16:31:16 +01:00 |
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badlogic
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4dacc8c67c
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[cocos2dx] Updated README
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2016-12-27 11:06:59 +01:00 |
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badlogic
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b9ee3bfc5d
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[cocos2dx] Add missing new AnimationState methods. Closes #807
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2016-12-20 10:45:24 +01:00 |
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