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@@ -25,6 +25,7 @@
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* Added support for clipping.
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* Added support for clipping.
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* Added support for rotated regions in texture atlas loaded via StarlingAtlasAttachmentLoader.
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* Added support for rotated regions in texture atlas loaded via StarlingAtlasAttachmentLoader.
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* Added support for vertex effects. See `RaptorExample.as`
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* Added support for vertex effects. See `RaptorExample.as`
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+ * Added 'getTexture()' method to 'StarlingTextureAtlasAttachmentLoader'
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## C
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## C
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* **Breaking changes**
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* **Breaking changes**
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@@ -63,6 +64,7 @@
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* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
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* SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
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* Added support for vertex effects. See `RaptorExample.cpp`.
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* Added support for vertex effects. See `RaptorExample.cpp`.
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* Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
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* Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
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+ * Added `spAtlasPage_setCustomTextureLoader()` which let's you do texture loading manually. Thanks @jareguo.
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### Cocos2d-Objc
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### Cocos2d-Objc
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* Fixed renderer to work with 3.6 changes
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* Fixed renderer to work with 3.6 changes
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@@ -145,7 +147,9 @@
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* Removed `RegionBatcher` and `SkeletonRegionRenderer`, renamed `SkeletonMeshRenderer` to `SkeletonRenderer`
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* Removed `RegionBatcher` and `SkeletonRegionRenderer`, renamed `SkeletonMeshRenderer` to `SkeletonRenderer`
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* Added support for two color tint. For it to work, you need to add the `SpineEffect.fx` file to your content project, then load it via `var effect = Content.Load<Effect>("SpineEffect");`, and set it on the `SkeletonRenderer`. See the example project for code.
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* Added support for two color tint. For it to work, you need to add the `SpineEffect.fx` file to your content project, then load it via `var effect = Content.Load<Effect>("SpineEffect");`, and set it on the `SkeletonRenderer`. See the example project for code.
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* Added support for any `Effect` to be used by `SkeletonRenderer`
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* Added support for any `Effect` to be used by `SkeletonRenderer`
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+ * Added support for `IVertexEffect` to modify vertices of skeletons on the CPU. `IVertexEffect` instances can be set on the `SkeletonRenderer`. See example project.
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* Added `SkeletonDebugRenderer`
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* Added `SkeletonDebugRenderer`
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+ * Made `MeshBatcher` of SkeletonRenderer accessible via a getter. Allows user to batch their own geometry together with skeleton meshes for maximum batching instead of using XNA SpriteBatcher.
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## Java
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## Java
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* **Breaking changes**
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* **Breaking changes**
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