Logo
Explore Help
Sign In
UnityMirror/spine-runtimes
1
0
Fork 0
You've already forked spine-runtimes
mirror of https://github.com/EsotericSoftware/spine-runtimes.git synced 2026-03-26 22:49:01 +08:00
Code Issues Packages Projects Releases Wiki Activity
spine-runtimes/spine-starling/spine-starling/.settings
History
Mario Zechner 6b56eb0d95 [as3][starling] Updated to Player version 30.0.
2018-08-01 16:30:13 +02:00
..
launch
Updated spine-starling to Spine v3 and Starling 1.7 and for use with PowerFlasher FDT.
2016-02-17 04:57:59 +01:00
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][starling] Updated to Player version 30.0.
2018-08-01 16:30:13 +02:00
com.powerflasher.fdt.exclude
[starling] Closes #662. Each region attachment receives a renderObject which is a Starling Image. A Starling Image is essentially like a libGDX region, holding a texture and uvs. When two slots share the same region attachment, we run into issues. E.g. if the slots differ in color, the shared Image color will be set to the last slot being drawn. Since Starling does batching, stuff breaks.
2016-08-09 11:06:11 +02:00
org.eclipse.core.resources.prefs
[starling] Added two color tinting. Closes part of #843
2017-03-10 11:28:51 +01:00
Powered by Gitea Version: 1.23.4 Page: 679ms Template: 13ms
English
Bahasa Indonesia Deutsch English Español Français Gaeilge Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API