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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
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1 changed files with 5 additions and 2 deletions
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@ -124,9 +124,12 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
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skeleton.x = oldX;
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skeleton.x = oldX;
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skeleton.y = oldY;
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skeleton.y = oldY;
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}
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if (!renderer.nextTypeMatch)
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// The Spine debug draw has reset the batcher, so we need to do this regardless:
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sceneRenderer.end();
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renderer.pipelines.rebind();
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}
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else if (!renderer.nextTypeMatch)
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{
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{
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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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// 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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sceneRenderer.end();
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