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[cocos2dx] Fix for tint black in 3.7 branch.

badlogic 7 年之前
父节点
当前提交
a6dcbc61e3
共有 1 个文件被更改,包括 745 次插入832 次删除
  1. 745 832
      spine-cocos2dx/src/spine/SkeletonRenderer.cpp

+ 745 - 832
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -56,139 +56,221 @@ using std::min;
 using std::max;
 using std::max;
 
 
 namespace spine {
 namespace spine {
-	
-	void SkeletonRenderer::destroyScratchBuffers() {
-		if (worldVertices) {
-			delete[] worldVertices;
-			worldVertices = nullptr;
-			worldVerticesLength = 0;
-		}
-	}
-	
-	SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
-		SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
-		node->autorelease();
-		return node;
-	}
-	
-	SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
-		SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
-		node->autorelease();
-		return node;
-	}
-	
-	SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-		SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
-		node->autorelease();
-		return node;
+
+void SkeletonRenderer::destroyScratchBuffers() {
+	if (worldVertices) {
+		delete[] worldVertices;
+		worldVertices = nullptr;
+		worldVerticesLength = 0;
 	}
 	}
-	
-	SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-		SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
-		node->autorelease();
-		return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
+	node->autorelease();
+	return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
+	node->autorelease();
+	return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
+	node->autorelease();
+	return node;
+}
+
+SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+	SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
+	node->autorelease();
+	return node;
+}
+
+void SkeletonRenderer::initialize () {
+	if (!worldVertices) {
+		worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
+		worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
 	}
 	}
-	
-	void SkeletonRenderer::initialize () {
-		if (!worldVertices) {
-			worldVertices = new float[INITIAL_WORLD_VERTICES_LENGTH];
-			worldVerticesLength = INITIAL_WORLD_VERTICES_LENGTH;
-		}
-		
-		_clipper = spSkeletonClipping_create();
-		
-		_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
-		setOpacityModifyRGB(true);
-		
-		setupGLProgramState(false);
-		
-		spSkeleton_setToSetupPose(_skeleton);
-		spSkeleton_updateWorldTransform(_skeleton);
+
+	_clipper = spSkeletonClipping_create();
+
+	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
+	setOpacityModifyRGB(true);
+
+	setupGLProgramState(false);
+
+	spSkeleton_setToSetupPose(_skeleton);
+	spSkeleton_updateWorldTransform(_skeleton);
+}
+
+void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
+	if (twoColorTintEnabled) {
+		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
+		return;
 	}
 	}
-	
-	void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
-		if (twoColorTintEnabled) {
-			setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
-			return;
-		}
-		
-		Texture2D *texture = nullptr;
-		for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
-			spSlot* slot = _skeleton->drawOrder[i];
-			if (!slot->attachment) continue;
-			switch (slot->attachment->type) {
-				case SP_ATTACHMENT_REGION: {
-					spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-					texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
-					break;
-				}
-				case SP_ATTACHMENT_MESH: {
-					spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-					texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
-					break;
-				}
-				default:
-					continue;
+
+	Texture2D *texture = nullptr;
+	for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
+		spSlot* slot = _skeleton->drawOrder[i];
+		if (!slot->attachment) continue;
+		switch (slot->attachment->type) {
+			case SP_ATTACHMENT_REGION: {
+				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+				texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
+				break;
 			}
 			}
-			
-			if (texture != nullptr) {
+			case SP_ATTACHMENT_MESH: {
+				spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+				texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
 				break;
 				break;
 			}
 			}
+			default:
+				continue;
+		}
+
+		if (texture != nullptr) {
+			break;
 		}
 		}
-		setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
-	}
-	
-	void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
-		_skeleton = spSkeleton_create(skeletonData);
-		_ownsSkeletonData = ownsSkeletonData;
 	}
 	}
-	
-	SkeletonRenderer::SkeletonRenderer ()
+	setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
+}
+
+void SkeletonRenderer::setSkeletonData (spSkeletonData *skeletonData, bool ownsSkeletonData) {
+	_skeleton = spSkeleton_create(skeletonData);
+	_ownsSkeletonData = ownsSkeletonData;
+}
+
+SkeletonRenderer::SkeletonRenderer ()
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
-	}
-	
-	SkeletonRenderer::SkeletonRenderer(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData)
+}
+
+SkeletonRenderer::SkeletonRenderer(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData)
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
-		initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData);
-	}
-	
-	SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
+	initWithSkeleton(skeleton, ownsSkeleton, ownsSkeletonData);
+}
+
+SkeletonRenderer::SkeletonRenderer (spSkeletonData *skeletonData, bool ownsSkeletonData)
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
-		initWithData(skeletonData, ownsSkeletonData);
-	}
-	
-	SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
+	initWithData(skeletonData, ownsSkeletonData);
+}
+
+SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, spAtlas* atlas, float scale)
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
-		initWithJsonFile(skeletonDataFile, atlas, scale);
-	}
-	
-	SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
+	initWithJsonFile(skeletonDataFile, atlas, scale);
+}
+
+SkeletonRenderer::SkeletonRenderer (const std::string& skeletonDataFile, const std::string& atlasFile, float scale)
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
 	: _atlas(nullptr), _attachmentLoader(nullptr), _debugSlots(false), _debugBones(false), _debugMeshes(false), _timeScale(1), _effect(nullptr), _startSlotIndex(-1), _endSlotIndex(-1) {
-		initWithJsonFile(skeletonDataFile, atlasFile, scale);
-	}
-	
-	SkeletonRenderer::~SkeletonRenderer () {
-		if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
-		if (_ownsSkeleton) spSkeleton_dispose(_skeleton);
-		if (_atlas) spAtlas_dispose(_atlas);
-		if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
-		spSkeletonClipping_dispose(_clipper);
-	}
-	
-	void SkeletonRenderer::initWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
-		_skeleton = skeleton;
-		_ownsSkeleton = ownsSkeleton;
-		_ownsSkeletonData = ownsSkeletonData;
-		
-		initialize();
-	}
-	
-<<<<<<< HEAD
+	initWithJsonFile(skeletonDataFile, atlasFile, scale);
+}
+
+SkeletonRenderer::~SkeletonRenderer () {
+	if (_ownsSkeletonData) spSkeletonData_dispose(_skeleton->data);
+	if (_ownsSkeleton) spSkeleton_dispose(_skeleton);
+	if (_atlas) spAtlas_dispose(_atlas);
+	if (_attachmentLoader) spAttachmentLoader_dispose(_attachmentLoader);
+	spSkeletonClipping_dispose(_clipper);
+}
+
+void SkeletonRenderer::initWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
+	_skeleton = skeleton;
+	_ownsSkeleton = ownsSkeleton;
+	_ownsSkeletonData = ownsSkeletonData;
+
+	initialize();
+}
+
+void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
+	_ownsSkeleton = true;
+	setSkeletonData(skeletonData, ownsSkeletonData);
+	initialize();
+}
+
+void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+    _atlas = atlas;
+	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
+	json->scale = scale;
+	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
+	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
+	spSkeletonJson_dispose(json);
+
+	_ownsSkeleton = true;
+	setSkeletonData(skeletonData, true);
+
+	initialize();
+}
+
+void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+	_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
+	CCASSERT(_atlas, "Error reading atlas file.");
+
+	_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+	spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
+	json->scale = scale;
+	spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
+	CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
+	spSkeletonJson_dispose(json);
+
+	_ownsSkeleton = true;
+	setSkeletonData(skeletonData, true);
+
+	initialize();
+}
+
+void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+    _atlas = atlas;
+    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
+    binary->scale = scale;
+    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
+    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
+    spSkeletonBinary_dispose(binary);
+    _ownsSkeleton = true;
+    setSkeletonData(skeletonData, true);
+
+    initialize();
+}
+
+void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+    _atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
+    CCASSERT(_atlas, "Error reading atlas file.");
+
+    _attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
+
+    spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
+    binary->scale = scale;
+    spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
+    CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
+    spSkeletonBinary_dispose(binary);
+    _ownsSkeleton = true;
+    setSkeletonData(skeletonData, true);
+
+    initialize();
+}
+
+
+void SkeletonRenderer::update (float deltaTime) {
+	Node::update(deltaTime);
+	if (_ownsSkeleton) spSkeleton_update(_skeleton, deltaTime * _timeScale);
+}
+
+void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
+	SkeletonBatch* batch = SkeletonBatch::getInstance();
+	SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
+	bool isTwoColorTint = this->isTwoColorTint();
+
 	// Early exit if the skeleton is invisible
 	// Early exit if the skeleton is invisible
 	if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
 	if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
 		return;
 		return;
 	}
 	}
-	
+
 	if (_effect) _effect->begin(_effect, _skeleton);
 	if (_effect) _effect->begin(_effect, _skeleton);
 
 
 	Color4F nodeColor;
 	Color4F nodeColor;
@@ -196,139 +278,54 @@ namespace spine {
 	nodeColor.g = getDisplayedColor().g / (float)255;
 	nodeColor.g = getDisplayedColor().g / (float)255;
 	nodeColor.b = getDisplayedColor().b / (float)255;
 	nodeColor.b = getDisplayedColor().b / (float)255;
 	nodeColor.a = getDisplayedOpacity() / (float)255;
 	nodeColor.a = getDisplayedOpacity() / (float)255;
-	
+
     Color4F color;
     Color4F color;
 	Color4F darkColor;
 	Color4F darkColor;
 	float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
 	float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
 	AttachmentVertices* attachmentVertices = nullptr;
 	AttachmentVertices* attachmentVertices = nullptr;
 	TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
 	TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
 	bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
 	bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
-	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {		
+	for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
 		spSlot* slot = _skeleton->drawOrder[i];
 		spSlot* slot = _skeleton->drawOrder[i];
-=======
-	void SkeletonRenderer::initWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
-		_ownsSkeleton = true;
-		setSkeletonData(skeletonData, ownsSkeletonData);
-		initialize();
-	}
-	
-	void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-		_atlas = atlas;
-		_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
->>>>>>> 3.6
-		
-		spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
-		json->scale = scale;
-		spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
-		CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data.");
-		spSkeletonJson_dispose(json);
-		
-		_ownsSkeleton = true;
-		setSkeletonData(skeletonData, true);
-		
-		initialize();
-	}
-	
-	void SkeletonRenderer::initWithJsonFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-		_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
-		CCASSERT(_atlas, "Error reading atlas file.");
-		
-		_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-		
-		spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader);
-		json->scale = scale;
-		spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, skeletonDataFile.c_str());
-		CCASSERT(skeletonData, json->error ? json->error : "Error reading skeleton data file.");
-		spSkeletonJson_dispose(json);
-		
-		_ownsSkeleton = true;
-		setSkeletonData(skeletonData, true);
-		
-		initialize();
-	}
-	
-	void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
-		_atlas = atlas;
-		_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-		
-		spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
-		binary->scale = scale;
-		spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
-		CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
-		spSkeletonBinary_dispose(binary);
-		_ownsSkeleton = true;
-		setSkeletonData(skeletonData, true);
-		
-		initialize();
-	}
-	
-	void SkeletonRenderer::initWithBinaryFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
-		_atlas = spAtlas_createFromFile(atlasFile.c_str(), 0);
-		CCASSERT(_atlas, "Error reading atlas file.");
-		
-		_attachmentLoader = SUPER(Cocos2dAttachmentLoader_create(_atlas));
-		
-		spSkeletonBinary* binary = spSkeletonBinary_createWithLoader(_attachmentLoader);
-		binary->scale = scale;
-		spSkeletonData* skeletonData = spSkeletonBinary_readSkeletonDataFile(binary, skeletonDataFile.c_str());
-		CCASSERT(skeletonData, binary->error ? binary->error : "Error reading skeleton data file.");
-		spSkeletonBinary_dispose(binary);
-		_ownsSkeleton = true;
-		setSkeletonData(skeletonData, true);
-		
-		initialize();
-	}
-	
-	
-	void SkeletonRenderer::update (float deltaTime) {
-		Node::update(deltaTime);
-		if (_ownsSkeleton) spSkeleton_update(_skeleton, deltaTime * _timeScale);
-	}
-	
-	void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
-		SkeletonBatch* batch = SkeletonBatch::getInstance();
-		SkeletonTwoColorBatch* twoColorBatch = SkeletonTwoColorBatch::getInstance();
-		bool isTwoColorTint = this->isTwoColorTint();
-		
-		// Early exit if the skeleton is invisible
-		if (getDisplayedOpacity() == 0 || _skeleton->color.a == 0){
-			return;
+
+		if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
+			inRange = true;
 		}
 		}
-		
-<<<<<<< HEAD
+
+		if (!inRange) {
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+
+		if (_endSlotIndex >= 0 && _endSlotIndex == slot->data->index) {
+			inRange = false;
+		}
+
+		if (!slot->attachment) {
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+
 		// Early exit if slot is invisible
 		// Early exit if slot is invisible
 		if (slot->color.a == 0) {
 		if (slot->color.a == 0) {
 			spSkeletonClipping_clipEnd(_clipper, slot);
 			spSkeletonClipping_clipEnd(_clipper, slot);
 			continue;
 			continue;
 		}
 		}
-		
+
 		cocos2d::TrianglesCommand::Triangles triangles;
 		cocos2d::TrianglesCommand::Triangles triangles;
 		TwoColorTriangles trianglesTwoColor;
 		TwoColorTriangles trianglesTwoColor;
-=======
-		if (_effect) _effect->begin(_effect, _skeleton);
->>>>>>> 3.6
-		
-		Color4F nodeColor;
-		nodeColor.r = getDisplayedColor().r / (float)255;
-		nodeColor.g = getDisplayedColor().g / (float)255;
-		nodeColor.b = getDisplayedColor().b / (float)255;
-		nodeColor.a = getDisplayedOpacity() / (float)255;
-		
-		Color4F color;
-		Color4F darkColor;
-		AttachmentVertices* attachmentVertices = nullptr;
-		TwoColorTrianglesCommand* lastTwoColorTrianglesCommand = nullptr;
-		bool inRange = _startSlotIndex != -1 || _endSlotIndex != -1 ? false : true;
-		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
-			spSlot* slot = _skeleton->drawOrder[i];
-			
-<<<<<<< HEAD
+
+		switch (slot->attachment->type) {
+		case SP_ATTACHMENT_REGION: {
+			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+			attachmentVertices = getAttachmentVertices(attachment);
+
 			// Early exit if attachment is invisible
 			// Early exit if attachment is invisible
 			if (attachment->color.a == 0) {
 			if (attachment->color.a == 0) {
 				spSkeletonClipping_clipEnd(_clipper, slot);
 				spSkeletonClipping_clipEnd(_clipper, slot);
 				continue;
 				continue;
 			}
 			}
-			
+
 			if (!isTwoColorTint) {
 			if (!isTwoColorTint) {
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
@@ -345,28 +342,25 @@ namespace spine {
 					trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
 					trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
 				}
 				}
 				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
 				spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
-=======
-			if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
-				inRange = true;
->>>>>>> 3.6
-			}
-			
-			if (!inRange) {
-				spSkeletonClipping_clipEnd(_clipper, slot);
-				continue;
-			}
-			
-			if (_endSlotIndex >= 0 && _endSlotIndex == slot->data->index) {
-				inRange = false;
 			}
 			}
-			
-<<<<<<< HEAD
+
+            color.r = attachment->color.r;
+			color.g = attachment->color.g;
+			color.b = attachment->color.b;
+			color.a = attachment->color.a;
+
+			break;
+		}
+		case SP_ATTACHMENT_MESH: {
+			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+			attachmentVertices = getAttachmentVertices(attachment);
+
 			// Early exit if attachment is invisible
 			// Early exit if attachment is invisible
 			if (attachment->color.a == 0) {
 			if (attachment->color.a == 0) {
 				spSkeletonClipping_clipEnd(_clipper, slot);
 				spSkeletonClipping_clipEnd(_clipper, slot);
 				continue;
 				continue;
 			}
 			}
-			
+
 			if (!isTwoColorTint) {
 			if (!isTwoColorTint) {
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indices = attachmentVertices->_triangles->indices;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
 				triangles.indexCount = attachmentVertices->_triangles->indexCount;
@@ -385,628 +379,547 @@ namespace spine {
 				}
 				}
 				int vertexSizeInFloats = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
 				int vertexSizeInFloats = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
 				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)trianglesTwoColor.verts, 0, vertexSizeInFloats);
 				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)trianglesTwoColor.verts, 0, vertexSizeInFloats);
-=======
-			if (!slot->attachment) {
-				spSkeletonClipping_clipEnd(_clipper, slot);
-				continue;
->>>>>>> 3.6
 			}
 			}
-			
-			// Early exit if slot is invisible
-			if (slot->color.a == 0) {
-				spSkeletonClipping_clipEnd(_clipper, slot);
-				continue;
-			}
-			
-			cocos2d::TrianglesCommand::Triangles triangles;
-			TwoColorTriangles trianglesTwoColor;
-			
-			switch (slot->attachment->type) {
-				case SP_ATTACHMENT_REGION: {
-					spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-					attachmentVertices = getAttachmentVertices(attachment);
-					
-					// Early exit if attachment is invisible
-					if (attachment->color.a == 0) {
-						spSkeletonClipping_clipEnd(_clipper, slot);
-						continue;
-					}
-					
-					if (!isTwoColorTint) {
-						triangles.indices = attachmentVertices->_triangles->indices;
-						triangles.indexCount = attachmentVertices->_triangles->indexCount;
-						triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
-						triangles.vertCount = attachmentVertices->_triangles->vertCount;
-						memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
-						spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)triangles.verts, 0, 6);
-					} else {
-						trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
-						trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
-						trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
-						trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
-						for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
-							trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
-						}
-						spRegionAttachment_computeWorldVertices(attachment, slot->bone, (float*)trianglesTwoColor.verts, 0, 7);
-					}
-					
-					color.r = attachment->color.r;
-					color.g = attachment->color.g;
-					color.b = attachment->color.b;
-					color.a = attachment->color.a;
-					
-					break;
+
+			color.r = attachment->color.r;
+			color.g = attachment->color.g;
+			color.b = attachment->color.b;
+			color.a = attachment->color.a;
+
+			break;
+		}
+		case SP_ATTACHMENT_CLIPPING: {
+			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
+			spSkeletonClipping_clipStart(_clipper, slot, clip);
+			continue;
+		}
+		default:
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+
+		float alpha = nodeColor.a * _skeleton->color.a * slot->color.a * color.a * 255;
+		// skip rendering if the color of this attachment is 0
+		if (alpha == 0){
+			spSkeletonClipping_clipEnd(_clipper, slot);
+			continue;
+		}
+		float multiplier = _premultipliedAlpha ? alpha : 255;
+		
+		float red = nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
+		float green = nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
+		float blue = nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
+		
+		color.r = red * color.r;
+		color.g = green * color.g;
+		color.b = blue * color.b;
+		color.a = alpha;
+		
+		if (slot->darkColor) {
+			darkColor.r = red * slot->darkColor->r;
+			darkColor.g = green * slot->darkColor->g;
+			darkColor.b = blue * slot->darkColor->b;
+		} else {
+			darkColor.r = 0;
+			darkColor.g = 0;
+			darkColor.b = 0;
+		}
+		darkColor.a = darkPremultipliedAlpha;
+
+		BlendFunc blendFunc;
+		switch (slot->data->blendMode) {
+			case SP_BLEND_MODE_ADDITIVE:
+				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
+				blendFunc.dst = GL_ONE;
+				break;
+			case SP_BLEND_MODE_MULTIPLY:
+				blendFunc.src = GL_DST_COLOR;
+				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
+				break;
+			case SP_BLEND_MODE_SCREEN:
+				blendFunc.src = GL_ONE;
+				blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
+				break;
+			default:
+				blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
+				blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
+		}
+
+		if (!isTwoColorTint) {
+			if (spSkeletonClipping_isClipping(_clipper)) {
+				spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
+				batch->deallocateVertices(triangles.vertCount);
+
+				if (_clipper->clippedTriangles->size == 0){
+					spSkeletonClipping_clipEnd(_clipper, slot);
+					continue;
 				}
 				}
-				case SP_ATTACHMENT_MESH: {
-					spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-					attachmentVertices = getAttachmentVertices(attachment);
-					
-					// Early exit if attachment is invisible
-					if (attachment->color.a == 0) {
-						spSkeletonClipping_clipEnd(_clipper, slot);
-						continue;
+
+				triangles.vertCount = _clipper->clippedVertices->size >> 1;
+				triangles.verts = batch->allocateVertices(triangles.vertCount);
+				triangles.indexCount = _clipper->clippedTriangles->size;
+				triangles.indices = batch->allocateIndices(triangles.indexCount);
+				memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
+
+				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
+
+				float* verts = _clipper->clippedVertices->items;
+				float* uvs = _clipper->clippedUVs->items;
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = dark.g = dark.b = dark.a = 0;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
+						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
+						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
+						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
 					}
 					}
-					
-					if (!isTwoColorTint) {
-						triangles.indices = attachmentVertices->_triangles->indices;
-						triangles.indexCount = attachmentVertices->_triangles->indexCount;
-						triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount);
-						triangles.vertCount = attachmentVertices->_triangles->vertCount;
-						memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount);
-						int vertexSizeInFloats = sizeof(cocos2d::V3F_C4B_T2F) / sizeof(float);
-						spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)triangles.verts, 0, vertexSizeInFloats);
-					} else {
-						trianglesTwoColor.indices = attachmentVertices->_triangles->indices;
-						trianglesTwoColor.indexCount = attachmentVertices->_triangles->indexCount;
-						trianglesTwoColor.verts = twoColorBatch->allocateVertices(attachmentVertices->_triangles->vertCount);
-						trianglesTwoColor.vertCount = attachmentVertices->_triangles->vertCount;
-						for (int i = 0; i < trianglesTwoColor.vertCount; i++) {
-							trianglesTwoColor.verts[i].texCoords = attachmentVertices->_triangles->verts[i].texCoords;
-						}
-						int vertexSizeInFloats = sizeof(V3F_C4B_C4B_T2F) / sizeof(float);
-						spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, (float*)trianglesTwoColor.verts, 0, vertexSizeInFloats);
+				} else {
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->vertices.x = verts[vv];
+						vertex->vertices.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						vertex->colors.r = (GLubyte)color.r;
+						vertex->colors.g = (GLubyte)color.g;
+						vertex->colors.b = (GLubyte)color.b;
+						vertex->colors.a = (GLubyte)color.a;
 					}
 					}
-					
-					color.r = attachment->color.r;
-					color.g = attachment->color.g;
-					color.b = attachment->color.b;
-					color.a = attachment->color.a;
-					
-					break;
-				}
-				case SP_ATTACHMENT_CLIPPING: {
-					spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
-					spSkeletonClipping_clipStart(_clipper, slot, clip);
-					continue;
 				}
 				}
-				default:
-					spSkeletonClipping_clipEnd(_clipper, slot);
-					continue;
-			}
-			
-			float alpha = nodeColor.a * _skeleton->color.a * slot->color.a * color.a * 255;
-			// skip rendering if the color of this attachment is 0
-			if (alpha == 0){
-				spSkeletonClipping_clipEnd(_clipper, slot);
-				continue;
-			}
-			float multiplier = _premultipliedAlpha ? alpha : 255;
-			
-			float red = nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
-			float green = nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
-			float blue = nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
-			
-			color.r = red * color.r;
-			color.g = green * color.g;
-			color.b = blue * color.b;
-			color.a = alpha;
-			
-			if (slot->darkColor) {
-				darkColor.r = red * slot->darkColor->r;
-				darkColor.g = green * slot->darkColor->g;
-				darkColor.b = blue * slot->darkColor->b;
 			} else {
 			} else {
-				darkColor.r = 0;
-				darkColor.g = 0;
-				darkColor.b = 0;
-			}
-			darkColor.a = _premultipliedAlpha ? 255 : 0;
-			
-			BlendFunc blendFunc;
-			switch (slot->data->blendMode) {
-				case SP_BLEND_MODE_ADDITIVE:
-					blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
-					blendFunc.dst = GL_ONE;
-					break;
-				case SP_BLEND_MODE_MULTIPLY:
-					blendFunc.src = GL_DST_COLOR;
-					blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
-					break;
-				case SP_BLEND_MODE_SCREEN:
-					blendFunc.src = GL_ONE;
-					blendFunc.dst = GL_ONE_MINUS_SRC_COLOR;
-					break;
-				default:
-					blendFunc.src = _premultipliedAlpha ? GL_ONE : GL_SRC_ALPHA;
-					blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
-			}
-			
-			if (!isTwoColorTint) {
-				if (spSkeletonClipping_isClipping(_clipper)) {
-					spSkeletonClipping_clipTriangles(_clipper, (float*)&triangles.verts[0].vertices, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, triangles.indices, triangles.indexCount, (float*)&triangles.verts[0].texCoords, 6);
-					batch->deallocateVertices(triangles.vertCount);
-					
-					if (_clipper->clippedTriangles->size == 0){
-						spSkeletonClipping_clipEnd(_clipper, slot);
-						continue;
-					}
-					
-					triangles.vertCount = _clipper->clippedVertices->size >> 1;
-					triangles.verts = batch->allocateVertices(triangles.vertCount);
-					triangles.indexCount = _clipper->clippedTriangles->size;
-					triangles.indices = batch->allocateIndices(triangles.indexCount);
-					memcpy(triangles.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
-					
-					cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-					
-					float* verts = _clipper->clippedVertices->items;
-					float* uvs = _clipper->clippedUVs->items;
-					if (_effect) {
-						spColor light;
-						spColor dark;
-						light.r = color.r / 255.0f;
-						light.g = color.g / 255.0f;
-						light.b = color.b / 255.0f;
-						light.a = color.a / 255.0f;
-						dark.r = dark.g = dark.b = dark.a = 0;
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
-							V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							spColor lightCopy = light;
-							spColor darkCopy = dark;
-							vertex->vertices.x = verts[vv];
-							vertex->vertices.y = verts[vv + 1];
-							vertex->texCoords.u = uvs[vv];
-							vertex->texCoords.v = uvs[vv + 1];
-							_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-							vertex->colors.r = (GLubyte)(lightCopy.r * 255);
-							vertex->colors.g = (GLubyte)(lightCopy.g * 255);
-							vertex->colors.b = (GLubyte)(lightCopy.b * 255);
-							vertex->colors.a = (GLubyte)(lightCopy.a * 255);
-						}
-					} else {
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv+=2) {
-							V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							vertex->vertices.x = verts[vv];
-							vertex->vertices.y = verts[vv + 1];
-							vertex->texCoords.u = uvs[vv];
-							vertex->texCoords.v = uvs[vv + 1];
-							vertex->colors.r = (GLubyte)color.r;
-							vertex->colors.g = (GLubyte)color.g;
-							vertex->colors.b = (GLubyte)color.b;
-							vertex->colors.a = (GLubyte)color.a;
-						}
+				cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
+
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = dark.g = dark.b = dark.a = 0;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->colors.r = (GLubyte)(lightCopy.r * 255);
+						vertex->colors.g = (GLubyte)(lightCopy.g * 255);
+						vertex->colors.b = (GLubyte)(lightCopy.b * 255);
+						vertex->colors.a = (GLubyte)(lightCopy.a * 255);
 					}
 					}
 				} else {
 				} else {
-					cocos2d::TrianglesCommand* batchedTriangles = batch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture, _glProgramState, blendFunc, triangles, transform, transformFlags);
-					
-					if (_effect) {
-						spColor light;
-						spColor dark;
-						light.r = color.r / 255.0f;
-						light.g = color.g / 255.0f;
-						light.b = color.b / 255.0f;
-						light.a = color.a / 255.0f;
-						dark.r = dark.g = dark.b = dark.a = 0;
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-							V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							spColor lightCopy = light;
-							spColor darkCopy = dark;
-							_effect->transform(_effect, &vertex->vertices.x, &vertex->vertices.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-							vertex->colors.r = (GLubyte)(lightCopy.r * 255);
-							vertex->colors.g = (GLubyte)(lightCopy.g * 255);
-							vertex->colors.b = (GLubyte)(lightCopy.b * 255);
-							vertex->colors.a = (GLubyte)(lightCopy.a * 255);
-						}
-					} else {
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-							V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							vertex->colors.r = (GLubyte)color.r;
-							vertex->colors.g = (GLubyte)color.g;
-							vertex->colors.b = (GLubyte)color.b;
-							vertex->colors.a = (GLubyte)color.a;
-						}
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->colors.r = (GLubyte)color.r;
+						vertex->colors.g = (GLubyte)color.g;
+						vertex->colors.b = (GLubyte)color.b;
+						vertex->colors.a = (GLubyte)color.a;
 					}
 					}
 				}
 				}
-			} else {
-				if (spSkeletonClipping_isClipping(_clipper)) {
-					spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
-					twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
-					
-					if (_clipper->clippedTriangles->size == 0){
-						spSkeletonClipping_clipEnd(_clipper, slot);
-						continue;
-					}
-					
-					trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
-					trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
-					trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
-					trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
-					memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
-					
-					TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-					
-					float* verts = _clipper->clippedVertices->items;
-					float* uvs = _clipper->clippedUVs->items;
-					
-					if (_effect) {
-						spColor light;
-						spColor dark;
-						light.r = color.r / 255.0f;
-						light.g = color.g / 255.0f;
-						light.b = color.b / 255.0f;
-						light.a = color.a / 255.0f;
-						dark.r = darkColor.r / 255.0f;
-						dark.g = darkColor.g / 255.0f;
-						dark.b = darkColor.b / 255.0f;
-						// dark.a = darkColor.a / 255.0f;
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
-							V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							spColor lightCopy = light;
-							spColor darkCopy = dark;
-							vertex->position.x = verts[vv];
-							vertex->position.y = verts[vv + 1];
-							vertex->texCoords.u = uvs[vv];
-							vertex->texCoords.v = uvs[vv + 1];
-							_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-							vertex->color.r = (GLubyte)(lightCopy.r * 255);
-							vertex->color.g = (GLubyte)(lightCopy.g * 255);
-							vertex->color.b = (GLubyte)(lightCopy.b * 255);
-							vertex->color.a = (GLubyte)(lightCopy.a * 255);
-							vertex->color2.r = (GLubyte)(darkCopy.r * 255);
-							vertex->color2.g = (GLubyte)(darkCopy.g * 255);
-							vertex->color2.b = (GLubyte)(darkCopy.b * 255);
-							vertex->color2.a = (GLubyte)darkColor.a;
-						}
-					} else {
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
-							V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							vertex->position.x = verts[vv];
-							vertex->position.y = verts[vv + 1];
-							vertex->texCoords.u = uvs[vv];
-							vertex->texCoords.v = uvs[vv + 1];
-							vertex->color.r = (GLubyte)color.r;
-							vertex->color.g = (GLubyte)color.g;
-							vertex->color.b = (GLubyte)color.b;
-							vertex->color.a = (GLubyte)color.a;
-							vertex->color2.r = (GLubyte)darkColor.r;
-							vertex->color2.g = (GLubyte)darkColor.g;
-							vertex->color2.b = (GLubyte)darkColor.b;
-							vertex->color2.a = (GLubyte)darkColor.a;
-						}
+			}
+		} else {
+			if (spSkeletonClipping_isClipping(_clipper)) {
+				spSkeletonClipping_clipTriangles(_clipper, (float*)&trianglesTwoColor.verts[0].position, trianglesTwoColor.vertCount * sizeof(V3F_C4B_C4B_T2F) / 4, trianglesTwoColor.indices, trianglesTwoColor.indexCount, (float*)&trianglesTwoColor.verts[0].texCoords, 7);
+				twoColorBatch->deallocateVertices(trianglesTwoColor.vertCount);
+
+				if (_clipper->clippedTriangles->size == 0){
+					spSkeletonClipping_clipEnd(_clipper, slot);
+					continue;
+				}
+
+				trianglesTwoColor.vertCount = _clipper->clippedVertices->size >> 1;
+				trianglesTwoColor.verts = twoColorBatch->allocateVertices(trianglesTwoColor.vertCount);
+				trianglesTwoColor.indexCount = _clipper->clippedTriangles->size;
+				trianglesTwoColor.indices = twoColorBatch->allocateIndices(trianglesTwoColor.indexCount);
+				memcpy(trianglesTwoColor.indices, _clipper->clippedTriangles->items, sizeof(unsigned short) * _clipper->clippedTriangles->size);
+
+				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
+
+				float* verts = _clipper->clippedVertices->items;
+				float* uvs = _clipper->clippedUVs->items;
+
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = (GLubyte)darkColor.a;
 					}
 					}
 				} else {
 				} else {
-					TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
-					
-					if (_effect) {
-						spColor light;
-						spColor dark;
-						light.r = color.r / 255.0f;
-						light.g = color.g / 255.0f;
-						light.b = color.b / 255.0f;
-						light.a = color.a / 255.0f;
-						dark.r = darkColor.r / 255.0f;
-						dark.g = darkColor.g / 255.0f;
-						dark.b = darkColor.b / 255.0f;
-						dark.a = darkColor.a / 255.0f;
-						
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-							V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							spColor lightCopy = light;
-							spColor darkCopy = dark;
-							_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
-							vertex->color.r = (GLubyte)(lightCopy.r * 255);
-							vertex->color.g = (GLubyte)(lightCopy.g * 255);
-							vertex->color.b = (GLubyte)(lightCopy.b * 255);
-							vertex->color.a = (GLubyte)(lightCopy.a * 255);
-							vertex->color2.r = (GLubyte)(darkCopy.r * 255);
-							vertex->color2.g = (GLubyte)(darkCopy.g * 255);
-							vertex->color2.b = (GLubyte)(darkCopy.b * 255);
-							// vertex->color2.a = (GLubyte)darkColor.a;
-						}
-					} else {
-						for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
-							V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
-							vertex->color.r = (GLubyte)color.r;
-							vertex->color.g = (GLubyte)color.g;
-							vertex->color.b = (GLubyte)color.b;
-							vertex->color.a = (GLubyte)color.a;
-							vertex->color2.r = (GLubyte)darkColor.r;
-							vertex->color2.g = (GLubyte)darkColor.g;
-							vertex->color2.b = (GLubyte)darkColor.b;
-							vertex->color2.a = (GLubyte)darkColor.a;
-						}
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount, vv = 0; v < vn; ++v, vv += 2) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->position.x = verts[vv];
+						vertex->position.y = verts[vv + 1];
+						vertex->texCoords.u = uvs[vv];
+						vertex->texCoords.v = uvs[vv + 1];
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = (GLubyte)darkColor.a;
 					}
 					}
 				}
 				}
-			}
-			spSkeletonClipping_clipEnd(_clipper, slot);
-		}
-		spSkeletonClipping_clipEnd2(_clipper);
-		
-		if (lastTwoColorTrianglesCommand) {
-			Node* parent = this->getParent();
-			
-			// We need to decide if we can postpone flushing the current
-			// batch. We can postpone if the next sibling node is a
-			// two color tinted skeleton with the same global-z.
-			// The parent->getChildrenCount() > 100 check is a hack
-			// as checking for a sibling is an O(n) operation, and if
-			// all children of this nodes parent are skeletons, we
-			// are in O(n2) territory.
-			if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
-				lastTwoColorTrianglesCommand->setForceFlush(true);
 			} else {
 			} else {
-				Vector<Node*>& children = parent->getChildren();
-				Node* sibling = nullptr;
-				for (ssize_t i = 0; i < children.size(); i++) {
-					if (children.at(i) == this) {
-						if (i < children.size() - 1) {
-							sibling = children.at(i+1);
-							break;
-						}
+				TwoColorTrianglesCommand* batchedTriangles = lastTwoColorTrianglesCommand = twoColorBatch->addCommand(renderer, _globalZOrder, attachmentVertices->_texture->getName(), _glProgramState, blendFunc, trianglesTwoColor, transform, transformFlags);
+
+				if (_effect) {
+					spColor light;
+					spColor dark;
+					light.r = color.r / 255.0f;
+					light.g = color.g / 255.0f;
+					light.b = color.b / 255.0f;
+					light.a = color.a / 255.0f;
+					dark.r = darkColor.r / 255.0f;
+					dark.g = darkColor.g / 255.0f;
+					dark.b = darkColor.b / 255.0f;
+					dark.a = darkColor.a / 255.0f;
+
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						spColor lightCopy = light;
+						spColor darkCopy = dark;
+						_effect->transform(_effect, &vertex->position.x, &vertex->position.y, &vertex->texCoords.u, &vertex->texCoords.v, &lightCopy, &darkCopy);
+						vertex->color.r = (GLubyte)(lightCopy.r * 255);
+						vertex->color.g = (GLubyte)(lightCopy.g * 255);
+						vertex->color.b = (GLubyte)(lightCopy.b * 255);
+						vertex->color.a = (GLubyte)(lightCopy.a * 255);
+						vertex->color2.r = (GLubyte)(darkCopy.r * 255);
+						vertex->color2.g = (GLubyte)(darkCopy.g * 255);
+						vertex->color2.b = (GLubyte)(darkCopy.b * 255);
+						vertex->color2.a = (GLubyte)darkColor.a;
 					}
 					}
-				}
-				if (!sibling) {
-					lastTwoColorTrianglesCommand->setForceFlush(true);
 				} else {
 				} else {
-					SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
-					if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
-						!siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
-						!siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
-						(siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
-						lastTwoColorTrianglesCommand->setForceFlush(true);
+					for (int v = 0, vn = batchedTriangles->getTriangles().vertCount; v < vn; ++v) {
+						V3F_C4B_C4B_T2F* vertex = batchedTriangles->getTriangles().verts + v;
+						vertex->color.r = (GLubyte)color.r;
+						vertex->color.g = (GLubyte)color.g;
+						vertex->color.b = (GLubyte)color.b;
+						vertex->color.a = (GLubyte)color.a;
+						vertex->color2.r = (GLubyte)darkColor.r;
+						vertex->color2.g = (GLubyte)darkColor.g;
+						vertex->color2.b = (GLubyte)darkColor.b;
+						vertex->color2.a = (GLubyte)darkColor.a;
 					}
 					}
 				}
 				}
 			}
 			}
 		}
 		}
-		
-		if (_effect) _effect->end(_effect);
-		
-		if (_debugSlots || _debugBones || _debugMeshes) {
-			drawDebug(renderer, transform, transformFlags);
-		}
+		spSkeletonClipping_clipEnd(_clipper, slot);
 	}
 	}
-	
-	void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
-		
-		Director* director = Director::getInstance();
-		director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
-		director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
-		
-		DrawNode* drawNode = DrawNode::create();
-		
-		if (_debugSlots) {
-			// Slots.
-			// DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
-			glLineWidth(1);
-			Vec2 points[4];
-			V3F_C4B_T2F_Quad quad;
-			for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
-				spSlot* slot = _skeleton->drawOrder[i];
-				if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
-				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-				spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
-				points[0] = Vec2(worldVertices[0], worldVertices[1]);
-				points[1] = Vec2(worldVertices[2], worldVertices[3]);
-				points[2] = Vec2(worldVertices[4], worldVertices[5]);
-				points[3] = Vec2(worldVertices[6], worldVertices[7]);
-				drawNode->drawPoly(points, 4, true, Color4F::BLUE);
-			}
-		}
-		if (_debugBones) {
-			// Bone lengths.
-			glLineWidth(2);
-			for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
-				spBone *bone = _skeleton->bones[i];
-				float x = bone->data->length * bone->a + bone->worldX;
-				float y = bone->data->length * bone->c + bone->worldY;
-				drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
-			}
-			// Bone origins.
-			auto color = Color4F::BLUE; // Root bone is blue.
-			for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
-				spBone *bone = _skeleton->bones[i];
-				drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
-				if (i == 0) color = Color4F::GREEN;
+	spSkeletonClipping_clipEnd2(_clipper);
+
+	if (lastTwoColorTrianglesCommand) {
+		Node* parent = this->getParent();
+
+		// We need to decide if we can postpone flushing the current
+		// batch. We can postpone if the next sibling node is a
+		// two color tinted skeleton with the same global-z.
+		// The parent->getChildrenCount() > 100 check is a hack
+		// as checking for a sibling is an O(n) operation, and if
+		// all children of this nodes parent are skeletons, we
+		// are in O(n2) territory.
+		if (!parent || parent->getChildrenCount() > 100 || getChildrenCount() != 0) {
+			lastTwoColorTrianglesCommand->setForceFlush(true);
+		} else {
+			Vector<Node*>& children = parent->getChildren();
+			Node* sibling = nullptr;
+			for (ssize_t i = 0; i < children.size(); i++) {
+				if (children.at(i) == this) {
+					if (i < children.size() - 1) {
+						sibling = children.at(i+1);
+						break;
+					}
+				}
 			}
 			}
-		}
-		
-		if (_debugMeshes) {
-			// Meshes.
-			glLineWidth(1);
-			for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
-				spSlot* slot = _skeleton->drawOrder[i];
-				if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
-				spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-				ensureWorldVerticesCapacity(attachment->super.worldVerticesLength);
-				spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldVertices, 0, 2);
-				for (int ii = 0; ii < attachment->trianglesCount;) {
-					Vec2 v1(worldVertices + (attachment->triangles[ii++] * 2));
-					Vec2 v2(worldVertices + (attachment->triangles[ii++] * 2));
-					Vec2 v3(worldVertices + (attachment->triangles[ii++] * 2));
-					drawNode->drawLine(v1, v2, Color4F::YELLOW);
-					drawNode->drawLine(v2, v3, Color4F::YELLOW);
-					drawNode->drawLine(v3, v1, Color4F::YELLOW);
+			if (!sibling) {
+				lastTwoColorTrianglesCommand->setForceFlush(true);
+			} else {
+				SkeletonRenderer* siblingSkeleton = dynamic_cast<SkeletonRenderer*>(sibling);
+				if (!siblingSkeleton || // flush is next sibling isn't a SkeletonRenderer
+					!siblingSkeleton->isTwoColorTint() || // flush if next sibling isn't two color tinted
+					!siblingSkeleton->isVisible() || // flush if next sibling is two color tinted but not visible
+					(siblingSkeleton->getGlobalZOrder() != this->getGlobalZOrder())) { // flush if next sibling is two color tinted but z-order differs
+					lastTwoColorTrianglesCommand->setForceFlush(true);
 				}
 				}
 			}
 			}
-			
 		}
 		}
-		
-		drawNode->draw(renderer, transform, transformFlags);
-		director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
-	}
-	
-	AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
-		return (AttachmentVertices*)attachment->rendererObject;
 	}
 	}
-	
-	AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
-		return (AttachmentVertices*)attachment->rendererObject;
+
+	if (_effect) _effect->end(_effect);
+
+	if (_debugSlots || _debugBones || _debugMeshes) {
+        drawDebug(renderer, transform, transformFlags);
 	}
 	}
-	
-	Rect SkeletonRenderer::getBoundingBox () const {
-		float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
-		float scaleX = getScaleX(), scaleY = getScaleY();
-		for (int i = 0; i < _skeleton->slotsCount; ++i) {
-			spSlot* slot = _skeleton->slots[i];
-			if (!slot->attachment) continue;
-			int verticesCount;
-			if (slot->attachment->type == SP_ATTACHMENT_REGION) {
-				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-				spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
-				verticesCount = 8;
-			} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
-				spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
-				ensureWorldVerticesCapacity(mesh->super.worldVerticesLength);
-				spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
-				verticesCount = mesh->super.worldVerticesLength;
-			} else
-				continue;
-			for (int ii = 0; ii < verticesCount; ii += 2) {
-				float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY;
-				minX = min(minX, x);
-				minY = min(minY, y);
-				maxX = max(maxX, x);
-				maxY = max(maxY, y);
+}
+
+void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {
+
+    Director* director = Director::getInstance();
+    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
+    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
+
+    DrawNode* drawNode = DrawNode::create();
+
+    if (_debugSlots) {
+        // Slots.
+        // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
+        glLineWidth(1);
+        Vec2 points[4];
+        V3F_C4B_T2F_Quad quad;
+        for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
+            spSlot* slot = _skeleton->drawOrder[i];
+            if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
+            spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+            spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
+            points[0] = Vec2(worldVertices[0], worldVertices[1]);
+            points[1] = Vec2(worldVertices[2], worldVertices[3]);
+            points[2] = Vec2(worldVertices[4], worldVertices[5]);
+            points[3] = Vec2(worldVertices[6], worldVertices[7]);
+            drawNode->drawPoly(points, 4, true, Color4F::BLUE);
+        }
+    }
+    if (_debugBones) {
+        // Bone lengths.
+        glLineWidth(2);
+        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
+            spBone *bone = _skeleton->bones[i];
+            float x = bone->data->length * bone->a + bone->worldX;
+            float y = bone->data->length * bone->c + bone->worldY;
+            drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
+        }
+        // Bone origins.
+        auto color = Color4F::BLUE; // Root bone is blue.
+        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
+            spBone *bone = _skeleton->bones[i];
+            drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
+            if (i == 0) color = Color4F::GREEN;
+        }
+    }
+
+	if (_debugMeshes) {
+		// Meshes.
+		glLineWidth(1);
+		for (int i = 0, n = _skeleton->slotsCount; i < n; ++i) {
+			spSlot* slot = _skeleton->drawOrder[i];
+			if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_MESH) continue;
+			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
+			ensureWorldVerticesCapacity(attachment->super.worldVerticesLength);
+			spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, attachment->super.worldVerticesLength, worldVertices, 0, 2);
+			for (int ii = 0; ii < attachment->trianglesCount;) {
+				Vec2 v1(worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v2(worldVertices + (attachment->triangles[ii++] * 2));
+				Vec2 v3(worldVertices + (attachment->triangles[ii++] * 2));
+				drawNode->drawLine(v1, v2, Color4F::YELLOW);
+				drawNode->drawLine(v2, v3, Color4F::YELLOW);
+				drawNode->drawLine(v3, v1, Color4F::YELLOW);
 			}
 			}
 		}
 		}
-		Vec2 position = getPosition();
-		if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
-		return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
-	}
-	
-	// --- Convenience methods for Skeleton_* functions.
-	
-	void SkeletonRenderer::updateWorldTransform () {
-		spSkeleton_updateWorldTransform(_skeleton);
-	}
-	
-	void SkeletonRenderer::setToSetupPose () {
-		spSkeleton_setToSetupPose(_skeleton);
-	}
-	void SkeletonRenderer::setBonesToSetupPose () {
-		spSkeleton_setBonesToSetupPose(_skeleton);
-	}
-	void SkeletonRenderer::setSlotsToSetupPose () {
-		spSkeleton_setSlotsToSetupPose(_skeleton);
-	}
-	
-	spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
-		return spSkeleton_findBone(_skeleton, boneName.c_str());
-	}
-	
-	spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
-		return spSkeleton_findSlot(_skeleton, slotName.c_str());
-	}
-	
-	bool SkeletonRenderer::setSkin (const std::string& skinName) {
-		return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
-	}
-	bool SkeletonRenderer::setSkin (const char* skinName) {
-		return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
-	}
-	
-	spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
-		return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
-	}
-	bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
-		return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
-	}
-	bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
-		return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
-	}
-	
-	void SkeletonRenderer::setTwoColorTint(bool enabled) {
-		setupGLProgramState(enabled);
-	}
-	
-	bool SkeletonRenderer::isTwoColorTint() {
-		return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
-	}
-	
-	void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
-		this->_effect = effect;
-	}
-	
-	void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
-		this->_startSlotIndex = startSlotIndex;
-		this->_endSlotIndex = endSlotIndex;
-	}
-	
-	spSkeleton* SkeletonRenderer::getSkeleton () {
-		return _skeleton;
-	}
-	
-	void SkeletonRenderer::setTimeScale (float scale) {
-		_timeScale = scale;
-	}
-	float SkeletonRenderer::getTimeScale () const {
-		return _timeScale;
-	}
-	
-	void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
-		_debugSlots = enabled;
-	}
-	bool SkeletonRenderer::getDebugSlotsEnabled () const {
-		return _debugSlots;
-	}
-	
-	void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
-		_debugBones = enabled;
-	}
-	bool SkeletonRenderer::getDebugBonesEnabled () const {
-		return _debugBones;
-	}
-	
-	void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
-		_debugMeshes = enabled;
+
 	}
 	}
-	bool SkeletonRenderer::getDebugMeshesEnabled () const {
-		return _debugMeshes;
+
+    drawNode->draw(renderer, transform, transformFlags);
+    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
+}
+
+AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spRegionAttachment* attachment) const {
+	return (AttachmentVertices*)attachment->rendererObject;
+}
+
+AttachmentVertices* SkeletonRenderer::getAttachmentVertices (spMeshAttachment* attachment) const {
+	return (AttachmentVertices*)attachment->rendererObject;
+}
+
+Rect SkeletonRenderer::getBoundingBox () const {
+	float minX = FLT_MAX, minY = FLT_MAX, maxX = -FLT_MAX, maxY = -FLT_MAX;
+	float scaleX = getScaleX(), scaleY = getScaleY();
+	for (int i = 0; i < _skeleton->slotsCount; ++i) {
+		spSlot* slot = _skeleton->slots[i];
+		if (!slot->attachment) continue;
+		int verticesCount;
+		if (slot->attachment->type == SP_ATTACHMENT_REGION) {
+			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
+			spRegionAttachment_computeWorldVertices(attachment, slot->bone, worldVertices, 0, 2);
+			verticesCount = 8;
+		} else if (slot->attachment->type == SP_ATTACHMENT_MESH) {
+			spMeshAttachment* mesh = (spMeshAttachment*)slot->attachment;
+			ensureWorldVerticesCapacity(mesh->super.worldVerticesLength);
+			spVertexAttachment_computeWorldVertices(SUPER(mesh), slot, 0, mesh->super.worldVerticesLength, worldVertices, 0, 2);
+			verticesCount = mesh->super.worldVerticesLength;
+		} else
+			continue;
+		for (int ii = 0; ii < verticesCount; ii += 2) {
+			float x = worldVertices[ii] * scaleX, y = worldVertices[ii + 1] * scaleY;
+			minX = min(minX, x);
+			minY = min(minY, y);
+			maxX = max(maxX, x);
+			maxY = max(maxY, y);
+		}
 	}
 	}
-	
-	void SkeletonRenderer::onEnter () {
+	Vec2 position = getPosition();
+    if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
+	return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
+}
+
+// --- Convenience methods for Skeleton_* functions.
+
+void SkeletonRenderer::updateWorldTransform () {
+	spSkeleton_updateWorldTransform(_skeleton);
+}
+
+void SkeletonRenderer::setToSetupPose () {
+	spSkeleton_setToSetupPose(_skeleton);
+}
+void SkeletonRenderer::setBonesToSetupPose () {
+	spSkeleton_setBonesToSetupPose(_skeleton);
+}
+void SkeletonRenderer::setSlotsToSetupPose () {
+	spSkeleton_setSlotsToSetupPose(_skeleton);
+}
+
+spBone* SkeletonRenderer::findBone (const std::string& boneName) const {
+	return spSkeleton_findBone(_skeleton, boneName.c_str());
+}
+
+spSlot* SkeletonRenderer::findSlot (const std::string& slotName) const {
+	return spSkeleton_findSlot(_skeleton, slotName.c_str());
+}
+
+bool SkeletonRenderer::setSkin (const std::string& skinName) {
+	return spSkeleton_setSkinByName(_skeleton, skinName.empty() ? 0 : skinName.c_str()) ? true : false;
+}
+bool SkeletonRenderer::setSkin (const char* skinName) {
+	return spSkeleton_setSkinByName(_skeleton, skinName) ? true : false;
+}
+
+spAttachment* SkeletonRenderer::getAttachment (const std::string& slotName, const std::string& attachmentName) const {
+	return spSkeleton_getAttachmentForSlotName(_skeleton, slotName.c_str(), attachmentName.c_str());
+}
+bool SkeletonRenderer::setAttachment (const std::string& slotName, const std::string& attachmentName) {
+	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName.empty() ? 0 : attachmentName.c_str()) ? true : false;
+}
+bool SkeletonRenderer::setAttachment (const std::string& slotName, const char* attachmentName) {
+	return spSkeleton_setAttachment(_skeleton, slotName.c_str(), attachmentName) ? true : false;
+}
+
+void SkeletonRenderer::setTwoColorTint(bool enabled) {
+	setupGLProgramState(enabled);
+}
+
+bool SkeletonRenderer::isTwoColorTint() {
+	return getGLProgramState() == SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState();
+}
+
+void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
+	this->_effect = effect;
+}
+
+void SkeletonRenderer::setSlotsRange(int startSlotIndex, int endSlotIndex) {
+	this->_startSlotIndex = startSlotIndex;
+	this->_endSlotIndex = endSlotIndex;
+}
+
+spSkeleton* SkeletonRenderer::getSkeleton () {
+	return _skeleton;
+}
+
+void SkeletonRenderer::setTimeScale (float scale) {
+	_timeScale = scale;
+}
+float SkeletonRenderer::getTimeScale () const {
+	return _timeScale;
+}
+
+void SkeletonRenderer::setDebugSlotsEnabled (bool enabled) {
+	_debugSlots = enabled;
+}
+bool SkeletonRenderer::getDebugSlotsEnabled () const {
+	return _debugSlots;
+}
+
+void SkeletonRenderer::setDebugBonesEnabled (bool enabled) {
+	_debugBones = enabled;
+}
+bool SkeletonRenderer::getDebugBonesEnabled () const {
+	return _debugBones;
+}
+
+void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
+	_debugMeshes = enabled;
+}
+bool SkeletonRenderer::getDebugMeshesEnabled () const {
+	return _debugMeshes;
+}
+
+void SkeletonRenderer::onEnter () {
 #if CC_ENABLE_SCRIPT_BINDING
 #if CC_ENABLE_SCRIPT_BINDING
-		if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
+	if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
 #endif
 #endif
-		Node::onEnter();
-		scheduleUpdate();
-	}
-	
-	void SkeletonRenderer::onExit () {
+	Node::onEnter();
+	scheduleUpdate();
+}
+
+void SkeletonRenderer::onExit () {
 #if CC_ENABLE_SCRIPT_BINDING
 #if CC_ENABLE_SCRIPT_BINDING
-		if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
+	if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
 #endif
 #endif
-		Node::onExit();
-		unscheduleUpdate();
-	}
-	
-	// --- CCBlendProtocol
-	
-	const BlendFunc& SkeletonRenderer::getBlendFunc () const {
-		return _blendFunc;
-	}
-	
-	void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
-		_blendFunc = blendFunc;
-	}
-	
-	void SkeletonRenderer::setOpacityModifyRGB (bool value) {
-		_premultipliedAlpha = value;
-	}
-	
-	bool SkeletonRenderer::isOpacityModifyRGB () const {
-		return _premultipliedAlpha;
-	}
-	
+	Node::onExit();
+	unscheduleUpdate();
 }
 }
 
 
+// --- CCBlendProtocol
+
+const BlendFunc& SkeletonRenderer::getBlendFunc () const {
+	return _blendFunc;
+}
+
+void SkeletonRenderer::setBlendFunc (const BlendFunc &blendFunc) {
+	_blendFunc = blendFunc;
+}
+
+void SkeletonRenderer::setOpacityModifyRGB (bool value) {
+	_premultipliedAlpha = value;
+}
+
+bool SkeletonRenderer::isOpacityModifyRGB () const {
+	return _premultipliedAlpha;
+}
+
+}