If a SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627

This commit is contained in:
Richard Davey 2023-02-06 17:44:22 +00:00
parent 31ee106a8d
commit 197d2215a7

View file

@ -107,7 +107,7 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
renderer.nextTypeMatch = rendererNextType; renderer.nextTypeMatch = rendererNextType;
if (!rendererNextType) if (!rendererNextType || container.mask)
{ {
// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch // The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
sceneRenderer.end(); sceneRenderer.end();