mirror of https://github.com/axmolengine/axmol.git
Merge pull request #4322 from dabingnn/develop_hotFix
[ci skip]HotFix: fix bug spine alpha blend error
This commit is contained in:
commit
1e8a3fc92f
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@ -33,239 +33,265 @@ using std::max;
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namespace spine {
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CCSkeleton* CCSkeleton::createWithData (SkeletonData* skeletonData, bool ownsSkeletonData) {
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CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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CCSkeleton* node = new CCSkeleton(skeletonData, ownsSkeletonData);
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node->autorelease();
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return node;
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}
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CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, Atlas* atlas, float scale) {
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CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlas, scale);
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node->autorelease();
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return node;
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}
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CCSkeleton* CCSkeleton::createWithFile (const char* skeletonDataFile, const char* atlasFile, float scale) {
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CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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CCSkeleton* node = new CCSkeleton(skeletonDataFile, atlasFile, scale);
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node->autorelease();
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return node;
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}
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void CCSkeleton::initialize () {
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atlas = 0;
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debugSlots = false;
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debugBones = false;
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timeScale = 1;
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atlas = 0;
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debugSlots = false;
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debugBones = false;
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timeScale = 1;
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blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setOpacityModifyRGB(true);
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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scheduleUpdate();
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setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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scheduleUpdate();
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}
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void CCSkeleton::setSkeletonData (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
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skeleton = Skeleton_create(skeletonData);
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rootBone = skeleton->bones[0];
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this->ownsSkeletonData = isOwnsSkeletonData;
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skeleton = Skeleton_create(skeletonData);
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rootBone = skeleton->bones[0];
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this->ownsSkeletonData = isOwnsSkeletonData;
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}
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CCSkeleton::CCSkeleton () {
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initialize();
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initialize();
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}
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CCSkeleton::CCSkeleton (SkeletonData *skeletonData, bool isOwnsSkeletonData) {
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initialize();
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initialize();
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setSkeletonData(skeletonData, isOwnsSkeletonData);
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setSkeletonData(skeletonData, isOwnsSkeletonData);
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}
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CCSkeleton::CCSkeleton (const char* skeletonDataFile, Atlas* aAtlas, float scale) {
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initialize();
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initialize();
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SkeletonJson* json = SkeletonJson_create(aAtlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
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SkeletonJson_dispose(json);
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SkeletonJson* json = SkeletonJson_create(aAtlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
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SkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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setSkeletonData(skeletonData, true);
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}
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CCSkeleton::CCSkeleton (const char* skeletonDataFile, const char* atlasFile, float scale) {
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initialize();
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initialize();
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atlas = Atlas_readAtlasFile(atlasFile);
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CCASSERT(atlas, "Error reading atlas file.");
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atlas = Atlas_readAtlasFile(atlasFile);
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CCASSERT(atlas, "Error reading atlas file.");
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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SkeletonJson_dispose(json);
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = scale;
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SkeletonData* skeletonData = SkeletonJson_readSkeletonDataFile(json, skeletonDataFile);
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CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
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SkeletonJson_dispose(json);
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setSkeletonData(skeletonData, true);
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setSkeletonData(skeletonData, true);
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}
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CCSkeleton::~CCSkeleton () {
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if (ownsSkeletonData) SkeletonData_dispose(skeleton->data);
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if (atlas) Atlas_dispose(atlas);
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Skeleton_dispose(skeleton);
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if (ownsSkeletonData) SkeletonData_dispose(skeleton->data);
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if (atlas) Atlas_dispose(atlas);
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Skeleton_dispose(skeleton);
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}
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void CCSkeleton::update (float deltaTime) {
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Skeleton_update(skeleton, deltaTime * timeScale);
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Skeleton_update(skeleton, deltaTime * timeScale);
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}
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void CCSkeleton::draw () {
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CC_NODE_DRAW_SETUP();
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void CCSkeleton::draw ()
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{
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CC_NODE_DRAW_SETUP();
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GL::blendFunc(blendFunc.src, blendFunc.dst);
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Color3B color = getColor();
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skeleton->r = color.r / (float)255;
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skeleton->g = color.g / (float)255;
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skeleton->b = color.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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if (premultipliedAlpha)
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{
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skeleton->r *= skeleton->a;
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skeleton->g *= skeleton->a;
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skeleton->b *= skeleton->a;
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}
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GL::blendFunc(blendFunc.src, blendFunc.dst);
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Color3B color = getColor();
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skeleton->r = color.r / (float)255;
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skeleton->g = color.g / (float)255;
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skeleton->b = color.b / (float)255;
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skeleton->a = getOpacity() / (float)255;
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if (premultipliedAlpha) {
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skeleton->r *= skeleton->a;
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skeleton->g *= skeleton->a;
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skeleton->b *= skeleton->a;
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}
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TextureAtlas* textureAtlas = 0;
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V3F_C4B_T2F_Quad quad;
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quad.tl.vertices.z = 0;
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quad.tr.vertices.z = 0;
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quad.bl.vertices.z = 0;
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quad.br.vertices.z = 0;
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for (int i = 0, n = skeleton->slotCount; i < n; i++)
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{
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
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if (regionTextureAtlas != textureAtlas)
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{
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if (textureAtlas)
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{
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if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
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{
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GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
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}
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else
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{
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GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
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}
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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}
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textureAtlas = regionTextureAtlas;
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if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
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!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
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RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
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textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
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}
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if (textureAtlas)
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{
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if(textureAtlas->getTexture() && textureAtlas->getTexture()->hasPremultipliedAlpha())
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{
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GL::blendFunc(BlendFunc::ALPHA_PREMULTIPLIED.src, BlendFunc::ALPHA_PREMULTIPLIED.dst);
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}
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else
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{
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GL::blendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED.src, BlendFunc::ALPHA_NON_PREMULTIPLIED.dst);
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}
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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TextureAtlas* textureAtlas = 0;
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V3F_C4B_T2F_Quad quad;
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quad.tl.vertices.z = 0;
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quad.tr.vertices.z = 0;
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quad.bl.vertices.z = 0;
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quad.br.vertices.z = 0;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);
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if (regionTextureAtlas != textureAtlas) {
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if (textureAtlas) {
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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}
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textureAtlas = regionTextureAtlas;
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if (textureAtlas->getCapacity() == textureAtlas->getTotalQuads() &&
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!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
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RegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
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textureAtlas->updateQuad(&quad, textureAtlas->getTotalQuads());
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}
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if (textureAtlas) {
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textureAtlas->drawQuads();
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textureAtlas->removeAllQuads();
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}
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if (debugSlots) {
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// Slots.
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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Point points[4];
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V3F_C4B_T2F_Quad tmpQuad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_updateQuad(attachment, slot, &tmpQuad);
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points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
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points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
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points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
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points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
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DrawPrimitives::drawPoly(points, 4, true);
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}
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}
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if (debugBones) {
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// Bone lengths.
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glLineWidth(2);
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DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
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}
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// Bone origins.
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DrawPrimitives::setPointSize(4);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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Bone *bone = skeleton->bones[i];
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DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
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if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
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}
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}
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if (debugSlots)
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{
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// Slots.
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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Point points[4];
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V3F_C4B_T2F_Quad tmpQuad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++)
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{
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_updateQuad(attachment, slot, &tmpQuad);
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points[0] = Point(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
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points[1] = Point(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
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points[2] = Point(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
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points[3] = Point(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
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DrawPrimitives::drawPoly(points, 4, true);
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}
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}
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if (debugBones)
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{
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// Bone lengths.
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glLineWidth(2);
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DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
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for (int i = 0, n = skeleton->boneCount; i < n; i++)
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{
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Bone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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DrawPrimitives::drawLine(Point(bone->worldX, bone->worldY), Point(x, y));
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}
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// Bone origins.
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DrawPrimitives::setPointSize(4);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++)
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{
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Bone *bone = skeleton->bones[i];
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DrawPrimitives::drawPoint(Point(bone->worldX, bone->worldY));
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if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
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}
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}
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}
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TextureAtlas* CCSkeleton::getTextureAtlas (RegionAttachment* regionAttachment) const {
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return (TextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
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return (TextureAtlas*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
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}
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Rect CCSkeleton::getBoundingBox() const {
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = getScaleX();
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float scaleY = getScaleY();
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float vertices[8];
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
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minX = min(minX, vertices[VERTEX_X1] * scaleX);
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minY = min(minY, vertices[VERTEX_Y1] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
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minX = min(minX, vertices[VERTEX_X4] * scaleX);
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minY = min(minY, vertices[VERTEX_Y4] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
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minX = min(minX, vertices[VERTEX_X2] * scaleX);
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minY = min(minY, vertices[VERTEX_Y2] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
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minX = min(minX, vertices[VERTEX_X3] * scaleX);
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minY = min(minY, vertices[VERTEX_Y3] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
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}
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Point position = getPosition();
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return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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float minX = FLT_MAX, minY = FLT_MAX, maxX = FLT_MIN, maxY = FLT_MIN;
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float scaleX = getScaleX();
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float scaleY = getScaleY();
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float vertices[8];
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for (int i = 0; i < skeleton->slotCount; ++i) {
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Slot* slot = skeleton->slots[i];
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if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
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RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
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RegionAttachment_computeVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, vertices);
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minX = min(minX, vertices[VERTEX_X1] * scaleX);
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minY = min(minY, vertices[VERTEX_Y1] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X1] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y1] * scaleY);
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minX = min(minX, vertices[VERTEX_X4] * scaleX);
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minY = min(minY, vertices[VERTEX_Y4] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X4] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y4] * scaleY);
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minX = min(minX, vertices[VERTEX_X2] * scaleX);
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minY = min(minY, vertices[VERTEX_Y2] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X2] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y2] * scaleY);
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minX = min(minX, vertices[VERTEX_X3] * scaleX);
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minY = min(minY, vertices[VERTEX_Y3] * scaleY);
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maxX = max(maxX, vertices[VERTEX_X3] * scaleX);
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maxY = max(maxY, vertices[VERTEX_Y3] * scaleY);
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}
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Point position = getPosition();
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return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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}
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// --- Convenience methods for Skeleton_* functions.
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void CCSkeleton::updateWorldTransform () {
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Skeleton_updateWorldTransform(skeleton);
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Skeleton_updateWorldTransform(skeleton);
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}
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void CCSkeleton::setToSetupPose () {
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Skeleton_setToSetupPose(skeleton);
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Skeleton_setToSetupPose(skeleton);
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}
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void CCSkeleton::setBonesToSetupPose () {
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Skeleton_setBonesToSetupPose(skeleton);
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Skeleton_setBonesToSetupPose(skeleton);
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}
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void CCSkeleton::setSlotsToSetupPose () {
|
||||
Skeleton_setSlotsToSetupPose(skeleton);
|
||||
Skeleton_setSlotsToSetupPose(skeleton);
|
||||
}
|
||||
|
||||
Bone* CCSkeleton::findBone (const char* boneName) const {
|
||||
return Skeleton_findBone(skeleton, boneName);
|
||||
return Skeleton_findBone(skeleton, boneName);
|
||||
}
|
||||
|
||||
Slot* CCSkeleton::findSlot (const char* slotName) const {
|
||||
return Skeleton_findSlot(skeleton, slotName);
|
||||
return Skeleton_findSlot(skeleton, slotName);
|
||||
}
|
||||
|
||||
bool CCSkeleton::setSkin (const char* skinName) {
|
||||
return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
|
||||
return Skeleton_setSkinByName(skeleton, skinName) ? true : false;
|
||||
}
|
||||
|
||||
Attachment* CCSkeleton::getAttachment (const char* slotName, const char* attachmentName) const {
|
||||
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
|
||||
return Skeleton_getAttachmentForSlotName(skeleton, slotName, attachmentName);
|
||||
}
|
||||
bool CCSkeleton::setAttachment (const char* slotName, const char* attachmentName) {
|
||||
return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
|
||||
return Skeleton_setAttachment(skeleton, slotName, attachmentName) ? true : false;
|
||||
}
|
||||
|
||||
// --- BlendProtocol
|
||||
|
@ -280,11 +306,11 @@ void CCSkeleton::setBlendFunc( const BlendFunc &aBlendFunc) {
|
|||
}
|
||||
|
||||
void CCSkeleton::setOpacityModifyRGB (bool value) {
|
||||
premultipliedAlpha = value;
|
||||
premultipliedAlpha = value;
|
||||
}
|
||||
|
||||
bool CCSkeleton::isOpacityModifyRGB () const {
|
||||
return premultipliedAlpha;
|
||||
return premultipliedAlpha;
|
||||
}
|
||||
|
||||
} // namespace spine {
|
||||
|
|
Loading…
Reference in New Issue