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Make SkeletonClipping work #7

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jeremyfa opened this issue Apr 4, 2018 · 4 comments
Open

Make SkeletonClipping work #7

jeremyfa opened this issue Apr 4, 2018 · 4 comments
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@jeremyfa
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jeremyfa commented Apr 4, 2018

SkeletonClipping doesn't seem to work as expected. That's not a problem as long as we don't use clipping, but as we seek parity with original spine runtime, we should investigate what makes clipping fail.

Best strategy so far to find the issue is to run the same animation (with clipping) on both spine-libgdx and spine-hx and compare the output and values.

@jeremyfa jeremyfa added the bug label Apr 4, 2018
@jeremyfa jeremyfa self-assigned this Apr 4, 2018
@rainyt
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rainyt commented Jul 1, 2020

Hi,Is there any good news

@jeremyfa
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jeremyfa commented Jul 1, 2020

Nope! Not my priority to make it work at the moment unfortunately. Maybe SkeletonClipping code is fine, I just didn’t manage to make it work in the renderer I am using.

@rainyt
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rainyt commented Jun 29, 2021

https://github.com/rainyt/openfl-spine/blob/master/src/spine/openfl/SkeletonSprite.hx

I've added mask support for openfl-spine and haven't modified spine-hx, so SkeletonClipping should work properly. I think rendering failure may be caused by arrays.

@jeremyfa
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That’s good to know, thanks for the feedback!

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