488 Commits

Author SHA1 Message Date
badlogic
c97553474e Added new assets for libGDX tests. 2018-04-12 10:24:42 +02:00
badlogic
28df2f8944 Merge branch '3.6' into 3.7-beta 2018-02-06 15:16:55 +01:00
badlogic
eecde9e871 [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. 2018-02-06 15:16:23 +01:00
badlogic
b547280eb9 Updated samples, added owl. 2018-01-18 15:18:31 +01:00
badlogic
999e836ba0 [cocos2dx] Closes #1062, proper handling of batch boundaries. 2018-01-12 13:44:58 +01:00
Greg Rynkowski
97dd5ab8df Fix typo in the SkeletonAnimation::createWithFile (#1045) 2017-12-07 15:47:32 +01:00
badlogic
f40efe6066 Revert "fix warnings (#1034)"
This reverts commit 5948e5a62f0d9fb5a526c200dc70a81d286b1e38.
2017-12-06 15:35:02 +01:00
minggo
5948e5a62f fix warnings (#1034) 2017-11-21 11:17:39 +01:00
badlogic
843159b6c3 [cocos2dx] Updated Android.mk. Closes #1036 2017-11-10 11:27:23 +01:00
badlogic
095fe71ff8 [cocos2dx] Updated to cocos2d-x 3.16. 2017-11-02 10:51:26 +01:00
Jare Guo
041b6ddb00 [cocos2dx] allow load custom atlas texture in _spAtlasPage_createTexture for CocosCreator (#1018) 2017-10-13 09:50:03 +02:00
badlogic
8650c668e9 [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. 2017-10-10 15:37:27 +02:00
badlogic
d0cc44bfdb Fixed URLs in READMEs, replaced most with relative links, so URLs point to correct branch. 2017-10-04 15:08:22 +02:00
badlogic
f9245031a6 [cocos2d-x] Ported new tint black shader. See #1003. 2017-09-30 09:43:19 +02:00
badlogic
cdc335d41b [cocos2dx] Didn't invoke GL program state setup in initialize and setTwoColorTint. See #989 2017-09-28 17:00:05 +02:00
badlogic
c1538b113b [cocos2d-x] Added ETC1 support, thanks @halx99. Closes #989 2017-09-25 11:44:28 +02:00
badlogic
083e696220 [cocos2d-x] Closes #984. 2017-09-11 15:24:56 +02:00
zzya
5947520c9b fix clipping issue (#966)
* modify for clip

* fix clipping issue
2017-08-15 20:27:26 +02:00
badlogic
f7bb981852 [cocos2d-x] Call Node::update in SkeletonRenderer. Closes #960 2017-08-03 11:22:47 +02:00
zzya
687d774082 modify for clip (#955) 2017-07-28 11:58:10 +02:00
badlogic
6e7c6ebc07 [cocos2d-x] Not submitting geometry when final opacity of attachment is 0 2017-07-17 14:26:06 +02:00
badlogic
3be988e12f Updated READMEs to point to correct zips 2017-07-12 11:20:55 +02:00
badlogic
7488383b15 [cocos2dx] Added support for vertex effects. See #898 2017-06-26 15:00:59 +02:00
badlogic
b443e6e609 [Lua] Fixed path constraint sorting and type check in case attachment of target is null. [cocos2dx] Fixed samples. 2017-06-19 17:49:01 +02:00
badlogic
9bd1153518 Updated examples and runtime demo code 2017-06-19 16:47:28 +02:00
badlogic
1af2089157 [cocos2dx] Fixed tinting and cascaded colors. Closes #902, closes #901 2017-05-17 11:03:34 +02:00
badlogic
676b740269 [c] Added stride to spSkeletonClipping_clipTriangles. [cocos2dx] Added clipping. 2017-04-30 19:13:11 +02:00
badlogic
d52ac2afd4 [c][sfml] Added clipping. [cocos2dx] Added stub for clipping and assets. [c] Fixed handling of indices short -> unsigned short 2017-04-28 14:31:18 +02:00
badlogic
26c1bfe8b4 [cocos2dx] Fixed #877, support for ETC1. Note that ETC1 is not supported when two color tinting is enabled! 2017-04-18 10:31:57 +02:00
badlogic
137f95a20f [cocos2dx] Added debug meshes rendering. 2017-04-18 10:26:25 +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
0b40dd7a9f Updated exports 2017-03-27 10:19:51 +02:00
badlogic
0be704dc66 [cocos2d-objc] Added batcher, incomplete 2017-03-02 08:47:15 +01:00
badlogic
8c6a91c2a1 [cocos2dx] Batching of adjacent two color tinted skeletons. See README.md for rules on what does and doesn't break batching 2017-03-01 11:28:29 +01:00
badlogic
4bb4c4d17a Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta 2017-02-28 16:57:08 +01:00
badlogic
1c0076bce7 [cocos2dx] Updated example to cocos2d-x 3.14.1 2017-02-28 16:52:41 +01:00
badlogic
19ef777937 Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta 2017-02-28 16:46:18 +01:00
badlogic
f93486e11b [cocos2dx] Fixed Windows build of example 2017-02-28 16:46:10 +01:00
badlogic
e5d6f3f202 [cocos2dx] Fixed Android build of example 2017-02-28 16:07:52 +01:00
badlogic
4fa4f9009e [cocos2dx] Updated README.md 2017-02-28 15:53:12 +01:00
badlogic
bc8ac2e379 [cococs2dx] Reverted temporary changes to samples 2017-02-28 15:50:35 +01:00
badlogic
ca23700db0 [cocos2dx] Fixed formatting, removed printf... 2017-02-28 15:40:07 +01:00
badlogic
1be3c1a6b4 [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 2017-02-28 15:36:04 +01:00
badlogic
6c581880b0 [cocos2d-x] Fixed up scaling factor in BatchingExample 2017-02-23 13:21:51 +01:00
badlogic
38c3687e85 [cocos2dx] Fixed mesh rendering 2017-02-20 10:22:51 +01:00
badlogic
aa33f980d2 [cocos2dx] First try at optimizing renderer by removing allocation. Meshes temporarily broken 2017-02-20 10:00:57 +01:00
badlogic
25fb5b1bff [cocos2dx] Ported to 3.6, no two color batching yet 2017-01-30 16:55:04 +01:00
badlogic
fe8eae4b8e [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 2017-01-30 16:31:16 +01:00
badlogic
4dacc8c67c [cocos2dx] Updated README 2016-12-27 11:06:59 +01:00
badlogic
b9ee3bfc5d [cocos2dx] Add missing new AnimationState methods. Closes #807 2016-12-20 10:45:24 +01:00