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[cocos2dx] Tint black did not work, didn't multiple dark color with skeleton/attachment color. Closes #1158.

badlogic 7 năm trước cách đây
mục cha
commit
ce536558e5
1 tập tin đã thay đổi với 785 bổ sung756 xóa
  1. 785 756
      spine-cocos2dx/src/spine/SkeletonRenderer.cpp

+ 785 - 756
spine-cocos2dx/src/spine/SkeletonRenderer.cpp

@@ -56,841 +56,870 @@ using std::min;
 using std::max;
 
 namespace spine {
-
-void SkeletonRenderer::destroyScratchBuffers() {
-	if (worldVertices) {
-		delete[] worldVertices;
-		worldVertices = nullptr;
-		worldVerticesLength = 0;
+	
+	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;
-}
-
-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;
+	SkeletonRenderer* SkeletonRenderer::createWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
+		SkeletonRenderer* node = new SkeletonRenderer(skeleton, ownsSkeleton, ownsSkeletonData);
+		node->autorelease();
+		return node;
 	}
 	
-	_clipper = spSkeletonClipping_create();
-
-	_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
-	setOpacityModifyRGB(true);
-
-	setupGLProgramState(false);
+	SkeletonRenderer* SkeletonRenderer::createWithData (spSkeletonData* skeletonData, bool ownsSkeletonData) {
+		SkeletonRenderer* node = new SkeletonRenderer(skeletonData, ownsSkeletonData);
+		node->autorelease();
+		return node;
+	}
 	
-	spSkeleton_setToSetupPose(_skeleton);
-	spSkeleton_updateWorldTransform(_skeleton);
-}
+	SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, spAtlas* atlas, float scale) {
+		SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlas, scale);
+		node->autorelease();
+		return node;
+	}
 	
-void SkeletonRenderer::setupGLProgramState (bool twoColorTintEnabled) {
-	if (twoColorTintEnabled) {
-		setGLProgramState(SkeletonTwoColorBatch::getInstance()->getTwoColorTintProgramState());
-		return;
+	SkeletonRenderer* SkeletonRenderer::createWithFile (const std::string& skeletonDataFile, const std::string& atlasFile, float scale) {
+		SkeletonRenderer* node = new SkeletonRenderer(skeletonDataFile, atlasFile, scale);
+		node->autorelease();
+		return node;
 	}
 	
-	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;
+	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);
+	}
+	
+	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;
 			}
-			case SP_ATTACHMENT_MESH: {
-				spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-				texture = static_cast<AttachmentVertices*>(attachment->rendererObject)->_texture;
+			
+			if (texture != nullptr) {
 				break;
 			}
-			default:
-				continue;
-		}
-		
-		if (texture != nullptr) {
-			break;
 		}
+		setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
 	}
-	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 ()
+	
+	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) {
-}
+	}
 	
-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) {
-	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) {
-	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) {
-	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) {
-	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;
+		initWithJsonFile(skeletonDataFile, atlasFile, scale);
+	}
 	
-	initialize();
-}
+	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::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();
+	void SkeletonRenderer::initWithSkeleton(spSkeleton* skeleton, bool ownsSkeleton, bool ownsSkeletonData) {
+		_skeleton = skeleton;
+		_ownsSkeleton = ownsSkeleton;
+		_ownsSkeletonData = ownsSkeletonData;
+		
+		initialize();
+	}
 	
-	if (_effect) _effect->begin(_effect, _skeleton);
-
-	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;
-	float darkPremultipliedAlpha = _premultipliedAlpha ? 255 : 0;
-	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];
+	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));
 		
-		if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
-			inRange = true;
-		}
+		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);
 		
-		if (!inRange) {
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
+		_ownsSkeleton = true;
+		setSkeletonData(skeletonData, true);
 		
-		if (_endSlotIndex >= 0 && _endSlotIndex == slot->data->index) {
-			inRange = false;
-		}
+		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.");
 		
-		if (!slot->attachment) {
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
+		_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;
 		}
 		
-		cocos2d::TrianglesCommand::Triangles triangles;
-		TwoColorTriangles trianglesTwoColor;
+		if (_effect) _effect->begin(_effect, _skeleton);
 		
-		switch (slot->attachment->type) {
-		case SP_ATTACHMENT_REGION: {
-			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
-			attachmentVertices = getAttachmentVertices(attachment);
+		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];
 			
-			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);
+			if (_startSlotIndex >= 0 && _startSlotIndex == slot->data->index) {
+				inRange = true;
 			}
 			
-            color.r = attachment->color.r;
-			color.g = attachment->color.g;
-			color.b = attachment->color.b;
-			color.a = attachment->color.a;
+			if (!inRange) {
+				spSkeletonClipping_clipEnd(_clipper, slot);
+				continue;
+			}
 			
-			break;
-		}
-		case SP_ATTACHMENT_MESH: {
-			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
-			attachmentVertices = getAttachmentVertices(attachment);
+			if (_endSlotIndex >= 0 && _endSlotIndex == slot->data->index) {
+				inRange = false;
+			}
 			
-			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);
+			if (!slot->attachment) {
+				spSkeletonClipping_clipEnd(_clipper, slot);
+				continue;
 			}
 			
-			color.r = attachment->color.r;
-			color.g = attachment->color.g;
-			color.b = attachment->color.b;
-			color.a = attachment->color.a;
+			// Early exit if slot is invisible
+			if (slot->color.a == 0) {
+				spSkeletonClipping_clipEnd(_clipper, slot);
+				continue;
+			}
 			
-			break;
-		}
-		case SP_ATTACHMENT_CLIPPING: {
-			spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
-			spSkeletonClipping_clipStart(_clipper, slot, clip);
-			continue;
-		}
-		default:
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
-		
-		if (slot->darkColor) {
-			darkColor.r = slot->darkColor->r * 255;
-			darkColor.g = slot->darkColor->g * 255;
-			darkColor.b = slot->darkColor->b * 255;
-		} else {
-			darkColor.r = 0;
-			darkColor.g = 0;
-			darkColor.b = 0;
-		}
-		darkColor.a = darkPremultipliedAlpha;
-		
-		color.a *= nodeColor.a * _skeleton->color.a * slot->color.a * 255;
-		// skip rendering if the color of this attachment is 0
-		if (color.a == 0){
-			spSkeletonClipping_clipEnd(_clipper, slot);
-			continue;
-		}
-		float multiplier = _premultipliedAlpha ? color.a : 255;
-		color.r *= nodeColor.r * _skeleton->color.r * slot->color.r * multiplier;
-		color.g *= nodeColor.g * _skeleton->color.g * slot->color.g * multiplier;
-		color.b *= nodeColor.b * _skeleton->color.b * slot->color.b * multiplier;
-		
-		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);
+			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;
 					}
-				} 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;
+					
+					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;
 				}
-			} 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);
+				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;
 					}
-				} 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;
+					
+					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);
 					}
+					
+					color.r = attachment->color.r;
+					color.g = attachment->color.g;
+					color.b = attachment->color.b;
+					color.a = attachment->color.a;
+					
+					break;
 				}
-			}
-		} 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);
+				case SP_ATTACHMENT_CLIPPING: {
+					spClippingAttachment* clip = (spClippingAttachment*)slot->attachment;
+					spSkeletonClipping_clipStart(_clipper, slot, clip);
 					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;
+				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 = _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;
+						}
 					}
 				} 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;
+					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;
+						}
 					}
 				}
 			} 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;
+				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);
 					
-					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 (_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 {
-					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;
+					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;
+						}
 					}
 				}
 			}
+			spSkeletonClipping_clipEnd(_clipper, slot);
 		}
-		spSkeletonClipping_clipEnd(_clipper, slot);
-	}
-	spSkeletonClipping_clipEnd2(_clipper);
-	
-	if (lastTwoColorTrianglesCommand) {
-		Node* parent = this->getParent();
+		spSkeletonClipping_clipEnd2(_clipper);
 		
-		// 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 (!sibling) {
+		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 {
-				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
+				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 (!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);
+					}
 				}
 			}
 		}
+		
+		if (_effect) _effect->end(_effect);
+		
+		if (_debugSlots || _debugBones || _debugMeshes) {
+			drawDebug(renderer, transform, transformFlags);
+		}
 	}
 	
-	if (_effect) _effect->end(_effect);
-
-	if (_debugSlots || _debugBones || _debugMeshes) {
-        drawDebug(renderer, transform, transformFlags);
-	}
-}
-
-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);
+	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);
+				}
+			}
+			
+		}
+		
+		drawNode->draw(renderer, transform, transformFlags);
+		director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
 	}
-    
-    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);
+	
+	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);
+			}
 		}
+		Vec2 position = getPosition();
+		if (minX == FLT_MAX) minX = minY = maxX = maxY = 0;
+		return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
 	}
-	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();
-}
+	// --- Convenience methods for Skeleton_* functions.
 	
-void SkeletonRenderer::setVertexEffect(spVertexEffect *effect) {
-	this->_effect = effect;
-}
+	void SkeletonRenderer::updateWorldTransform () {
+		spSkeleton_updateWorldTransform(_skeleton);
+	}
 	
-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::setToSetupPose () {
+		spSkeleton_setToSetupPose(_skeleton);
+	}
+	void SkeletonRenderer::setBonesToSetupPose () {
+		spSkeleton_setBonesToSetupPose(_skeleton);
+	}
+	void SkeletonRenderer::setSlotsToSetupPose () {
+		spSkeleton_setSlotsToSetupPose(_skeleton);
+	}
 	
-void SkeletonRenderer::setDebugMeshesEnabled (bool enabled) {
-	_debugMeshes = enabled;
-}
-bool SkeletonRenderer::getDebugMeshesEnabled () const {
-	return _debugMeshes;
-}
-
-void SkeletonRenderer::onEnter () {
+	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 (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
+		if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return;
 #endif
-	Node::onEnter();
-	scheduleUpdate();
-}
-
-void SkeletonRenderer::onExit () {
+		Node::onEnter();
+		scheduleUpdate();
+	}
+	
+	void SkeletonRenderer::onExit () {
 #if CC_ENABLE_SCRIPT_BINDING
-	if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
+		if (_scriptType == kScriptTypeJavascript && ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnExit)) return;
 #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;
+	}
+	
 }
 
-}