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

This commit is contained in:
Richard Davey 2020-08-25 18:23:27 +01:00
parent 0bbe67dafd
commit 482f016898

View file

@ -27,25 +27,29 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
{
var plugin = src.plugin;
var skeleton = src.skeleton;
var childAlpha = skeleton.color.a;
var sceneRenderer = plugin.sceneRenderer;
var GameObjectRenderMask = 15;
var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)));
var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
if (!skeleton || !willRender)
{
// Reset the current type
renderer.currentType = '';
// If there is already a batch running, we need to close it
if (!renderer.nextTypeMatch)
{
// The next object in the display list is not a Spine object, so we end the batch
sceneRenderer.end();
if (!renderer.finalType)
{
// Reset the current type
renderer.currentType = '';
renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
}
}
return;
}
@ -152,11 +156,14 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
if (!renderer.nextTypeMatch)
{
// The next object in the display list is not a Spine object, 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();
if (!renderer.finalType)
{
renderer.rebindPipeline(renderer.pipelines.MultiPipeline);
}
}
};
module.exports = SpineGameObjectWebGLRenderer;