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@@ -352,8 +352,6 @@ export class Spine extends Container {
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*
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* We need to take this into consideration and calculates final colors for both light and dark color as if textures were always premultiplied.
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* This implies for example that alpha for dark tint is always 1. This is way in DarkTintRenderer we have only the alpha of the light color.
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- * We implies alpha of dark color as 1 and just respective alpha byte to 1.
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- * (see DarkTintRenderer: const darkargb = (0xFF << 24) | darkTintRGB;)
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* If we ever want to load texture as non premultiplied on GPU, we must add a new dark alpha parameter to the TintMaterial and set the alpha.
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*/
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private renderMeshes (): void {
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@@ -420,17 +418,18 @@ export class Spine extends Container {
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const skeletonColor = skeleton.color;
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const slotColor = slot.color;
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const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
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+ // cannot premultiply the colors because the default mesh renderer already does that
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this.lightColor.set(
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- skeletonColor.r * slotColor.r * attachmentColor.r * alpha,
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- skeletonColor.g * slotColor.g * attachmentColor.g * alpha,
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- skeletonColor.b * slotColor.b * attachmentColor.b * alpha,
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+ skeletonColor.r * slotColor.r * attachmentColor.r,
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+ skeletonColor.g * slotColor.g * attachmentColor.g,
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+ skeletonColor.b * slotColor.b * attachmentColor.b,
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alpha
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);
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if (slot.darkColor != null) {
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this.darkColor.set(
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- slot.darkColor.r * alpha,
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- slot.darkColor.g * alpha,
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- slot.darkColor.b * alpha,
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+ slot.darkColor.r,
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+ slot.darkColor.g,
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+ slot.darkColor.b,
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1,
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);
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} else {
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