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https://github.com/photonstorm/phaser
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The Spine Plugin add
and make
functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false
) then the Sprite would take on the texture frame entirely from that point on. Fix #6362
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parent
b2f9c522ff
commit
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1 changed files with 23 additions and 1 deletions
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@ -319,14 +319,26 @@ var SpinePlugin = new Class({
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};
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}
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var isWebGL = this.isWebGL;
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var add = function (x, y, key, animationName, loop)
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{
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if (isWebGL)
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{
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this.scene.sys.renderer.pipelines.clear();
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}
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var spinePlugin = this.scene.sys[pluginKey];
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var spineGO = new SpineGameObject(this.scene, spinePlugin, x, y, key, animationName, loop);
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this.displayList.add(spineGO);
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this.updateList.add(spineGO);
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if (isWebGL)
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{
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this.scene.sys.renderer.pipelines.rebind();
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}
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return spineGO;
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};
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@ -334,6 +346,11 @@ var SpinePlugin = new Class({
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{
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if (config === undefined) { config = {}; }
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if (isWebGL)
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{
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this.scene.sys.renderer.pipelines.clear();
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}
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var key = GetValue(config, 'key', null);
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var animationName = GetValue(config, 'animationName', null);
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var loop = GetValue(config, 'loop', false);
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@ -364,6 +381,11 @@ var SpinePlugin = new Class({
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spineGO.setAttachment(slotName, attachmentName);
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}
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if (isWebGL)
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{
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this.scene.sys.renderer.pipelines.rebind();
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}
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return spineGO.refresh();
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};
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