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- Remove erroneous i+=3 increment in SkeletonClipping.cpp that caused triangle skipping - Add missing continue statement to match Java reference implementation behavior - Portal animation now renders correctly with proper triangular clipping
21 lines
1.6 KiB
Markdown
21 lines
1.6 KiB
Markdown
# C++ Clipping Appears Broken
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**Status:** Done
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**Agent PID:** 7713
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## Original Todo
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c++ clipping appears broken, try with portal animation in spine-glfw
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## Description
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Fix critical bugs in the C++ clipping implementation that cause triangles to be skipped during clipping operations. The analysis reveals that the C++ port of the Java reference implementation has several bugs, most notably an erroneous loop increment that causes incomplete triangle processing during clipping.
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## Implementation Plan
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- [x] Fix triangle skipping bug: Remove line 249 `i += 3;` from spine-cpp/src/spine/SkeletonClipping.cpp in clipTriangles method (keep `index += 3; break;` only)
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- [x] Analyze Java labeled continue statements: Compare spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/utils/SkeletonClipping.java lines 414-430 with C++ lines 322-336 to determine correct control flow
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- [x] Fix polygon clipping control flow: Modify spine-cpp/src/spine/SkeletonClipping.cpp lines 322-336 to properly handle intersection cases (replace missing continue logic with appropriate break/goto)
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- [x] Build spine-cpp: Run `cd spine-cpp && cmake -B build && cmake --build build` to verify compilation
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- [x] Enable portal test: Uncomment line 90 in spine-glfw/example/main.cpp: `animationState.setAnimation(0, "portal", true);` (already enabled)
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- [x] Build spine-glfw: Run `cd spine-glfw && cmake -B build && cmake --build build` to compile test
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- [x] User test: Run spine-glfw example and verify portal animation shows correct triangular clipping (no missing/skipped triangles)
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## Notes
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[Implementation notes] |