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spine-runtimes
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spine-starling
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spine-starling-example
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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
..
launch
[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
com.powerflasher.fdt.classpath
[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
com.powerflasher.fdt.core.prefs
[as3] Updated FDT projects to use player 23
2016-11-24 13:22:26 +01:00
com.powerflasher.fdt.ui.sourceLocation.prefs
[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
org.eclipse.core.resources.prefs
[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