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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.
The text was updated successfully, but these errors were encountered:
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.
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.
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.
The text was updated successfully, but these errors were encountered: