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@@ -122,6 +122,8 @@
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createUI(canvas) {
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const THUMBNAIL_SIZE = 100;
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+ let renderer = canvas.renderer;
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+ let camera = renderer.camera;
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// We'll reuse the webgl context used to render the skeleton for
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// thumbnail generation. We temporarily resize it to 300x300 pixels
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@@ -156,18 +158,18 @@
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// Position the renderer camera on the center of the bounds, and
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// set the zoom so the full skin is visible within the 300x300
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// rendering area. We leave 10% of empty space around a skin in the
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- // thumbnail, hence the multiplication of 1.1 for the zoom factor.
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- canvas.renderer.camera.position.x = offset.x + size.x / 2;
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- canvas.renderer.camera.position.y = offset.y + size.y / 2;
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- canvas.renderer.camera.zoom = size.x > size.y ? size.x / THUMBNAIL_SIZE * 1.1 : size.y / THUMBNAIL_SIZE * 1.1;
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- canvas.renderer.camera.setViewport(THUMBNAIL_SIZE, THUMBNAIL_SIZE);
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- canvas.renderer.camera.update();
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+ // thumbnail, hence the multiplication of 1.1 for the zoom factor.
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+ camera.position.x = offset.x + size.x / 2;
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+ camera.position.y = offset.y + size.y / 2;
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+ camera.zoom = size.x > size.y ? size.x / THUMBNAIL_SIZE * 1.1 : size.y / THUMBNAIL_SIZE * 1.1;
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+ camera.setViewport(THUMBNAIL_SIZE, THUMBNAIL_SIZE);
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+ camera.update();
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// Clear the canvas and render the skeleton
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canvas.clear(0.5, 0.5, 0.5, 1);
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- canvas.renderer.begin();
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- canvas.renderer.drawSkeleton(this.skeleton, true);
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- canvas.renderer.end();
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+ renderer.begin();
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+ renderer.drawSkeleton(this.skeleton, true);
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+ renderer.end();
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// Get the image data and convert it to an img element
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let image = new Image();
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@@ -203,10 +205,10 @@
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// Restore the canvas size and camera of the renderer
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canvas.htmlCanvas.width = oldWidth;
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canvas.htmlCanvas.height = oldHeight;
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- canvas.renderer.resize(spine.ResizeMode.Expand);
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- canvas.renderer.camera.position.x = 0;
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- canvas.renderer.camera.position.y = 0;
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- canvas.renderer.camera.zoom = 1;
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+ renderer.resize(spine.ResizeMode.Expand);
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+ camera.position.x = 0;
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+ camera.position.y = 0;
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+ camera.zoom = 1;
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}
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update(canvas, delta) {
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