Selaa lähdekoodia

Don't clear VAO on each PolygonBatch flush.

NathanSweet 11 vuotta sitten
vanhempi
commit
37c27ca3f9

+ 0 - 1
spine-cocos2d-iphone/2/src/spine/PolygonBatch.m

@@ -87,7 +87,6 @@
 - (void) flush {
 	if (!_verticesCount) return;
 
-	ccGLBindVAO(0);
 	ccGLBindTexture2D(_texture.name);
 	glEnableVertexAttribArray(kCCVertexAttrib_Position);
 	glEnableVertexAttribArray(kCCVertexAttrib_Color);

+ 1 - 0
spine-cocos2d-iphone/2/src/spine/SkeletonRenderer.m

@@ -134,6 +134,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
 
 - (void) draw {
 	CC_NODE_DRAW_SETUP();
+	ccGLBindVAO(0);
 
 	ccColor3B nodeColor = self.color;
 	_skeleton->r = nodeColor.r / (float)255;

+ 0 - 1
spine-cocos2d-iphone/3.0/src/spine/PolygonBatch.m

@@ -88,7 +88,6 @@
 - (void) flush {
 	if (!_verticesCount) return;
 
-	ccGLBindVAO(0);
 	ccGLBindTexture2D(_texture.name);
 	glEnableVertexAttribArray(kCCVertexAttrib_Position);
 	glEnableVertexAttribArray(kCCVertexAttrib_Color);

+ 1 - 0
spine-cocos2d-iphone/3.0/src/spine/SkeletonRenderer.m

@@ -135,6 +135,7 @@ static const int quadTriangles[6] = {0, 1, 2, 2, 3, 0};
 
 - (void) draw {
 	CC_NODE_DRAW_SETUP();
+	ccGLBindVAO(0);
 
 	CCColor* nodeColor = self.color;
 	_skeleton->r = nodeColor.red;

+ 0 - 1
spine-cocos2dx/2/src/spine/PolygonBatch.cpp

@@ -93,7 +93,6 @@ void PolygonBatch::add (CCTexture2D* addTexture,
 void PolygonBatch::flush () {
 	if (!verticesCount) return;
 
-	ccGLBindVAO(0);
 	ccGLBindTexture2D(texture->getName());
 	glEnableVertexAttribArray(kCCVertexAttrib_Position);
 	glEnableVertexAttribArray(kCCVertexAttrib_Color);

+ 1 - 0
spine-cocos2dx/2/src/spine/SkeletonRenderer.cpp

@@ -136,6 +136,7 @@ void SkeletonRenderer::update (float deltaTime) {
 
 void SkeletonRenderer::draw () {
 	CC_NODE_DRAW_SETUP();
+	ccGLBindVAO(0);
 
 	ccColor3B nodeColor = getColor();
 	skeleton->r = nodeColor.r / (float)255;

+ 0 - 1
spine-cocos2dx/3.0/src/spine/PolygonBatch.cpp

@@ -93,7 +93,6 @@ void PolygonBatch::add (const Texture2D* addTexture,
 void PolygonBatch::flush () {
 	if (!verticesCount) return;
 
-	GL::bindVAO(0);
 	GL::bindTexture2D(texture->getName());
 	glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
 	glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);

+ 1 - 0
spine-cocos2dx/3.0/src/spine/SkeletonRenderer.cpp

@@ -142,6 +142,7 @@ void SkeletonRenderer::draw(Renderer* renderer, const kmMat4& transform, bool tr
 void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpdated) {
 	getShaderProgram()->use();
 	getShaderProgram()->setUniformsForBuiltins(transform);
+	GL::bindVAO(0);
 
 	Color3B nodeColor = getColor();
 	skeleton->r = nodeColor.r / (float)255;

+ 1 - 0
spine-cocos2dx/3.1/src/spine/SkeletonRenderer.cpp

@@ -142,6 +142,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Matrix& transform, bool t
 void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpdated) {
 	getGLProgram()->use();
 	getGLProgram()->setUniformsForBuiltins(transform);
+	GL::bindVAO(0);
 
 	Color3B nodeColor = getColor();
 	skeleton->r = nodeColor.r / (float)255;