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A Spine Game Object with setVisible(false)
will no longer still cause internal gl commands and is now properly skipped, retaining any current batch in the process. Fix #5174
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0bbe67dafd
commit
482f016898
1 changed files with 14 additions and 7 deletions
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@ -27,25 +27,29 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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{
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var plugin = src.plugin;
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var skeleton = src.skeleton;
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var childAlpha = skeleton.color.a;
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var sceneRenderer = plugin.sceneRenderer;
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var GameObjectRenderMask = 15;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)));
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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// Reset the current type
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renderer.currentType = '';
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// If there is already a batch running, we need to close it
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if (!renderer.nextTypeMatch)
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{
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// The next object in the display list is not a Spine object, so we end the batch
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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// Reset the current type
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renderer.currentType = '';
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renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
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}
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}
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return;
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}
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@ -152,11 +156,14 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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if (!renderer.nextTypeMatch)
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{
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// The next object in the display list is not a Spine object, so we end the batch
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch.
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sceneRenderer.end();
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if (!renderer.finalType)
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{
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renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
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}
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}
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};
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module.exports = SpineGameObjectWebGLRenderer;
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