mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
Using drawDebug
on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380
This commit is contained in:
parent
8aed62c64e
commit
54e7754863
1 changed files with 5 additions and 2 deletions
|
@ -124,9 +124,12 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
|
|||
|
||||
skeleton.x = oldX;
|
||||
skeleton.y = oldY;
|
||||
}
|
||||
|
||||
if (!renderer.nextTypeMatch)
|
||||
// The Spine debug draw has reset the batcher, so we need to do this regardless:
|
||||
sceneRenderer.end();
|
||||
renderer.pipelines.rebind();
|
||||
}
|
||||
else if (!renderer.nextTypeMatch)
|
||||
{
|
||||
// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
|
||||
sceneRenderer.end();
|
||||
|
|
Loading…
Reference in a new issue