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[runtimes] Port corrected tint black shader #1003

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badlogic opened this Issue Sep 25, 2017 · 2 comments

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badlogic commented Sep 25, 2017

See #992

Thanks @ivanpopelyshev

  • spine-libgdx

  • spine-csharp
  • spine-xna
  • spine-monogame
  • spine-unity
  • spine-tk2d

  • spine-c
  • spine-sfml (does not support tint black)
  • spine-cocos2d-objc
  • spine-cocos2dx
  • spine-ue4

  • spine-ts core
  • spine-ts webgl
  • spine-ts canvas
  • spine-ts threejs

  • spine-as3
  • spine-starling

  • spine-lua
  • spine-love (does not support tint black)
  • spine-corona (does not support tint black)
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ivanpopelyshev Sep 25, 2017

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Three patterns for you!

Simple version

gray_alpha

All grayscale and alpha, 256x256

pattern256

All grayscale and alpha, 1024x1024

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ivanpopelyshev commented Sep 25, 2017

Three patterns for you!

Simple version

gray_alpha

All grayscale and alpha, 256x256

pattern256

All grayscale and alpha, 1024x1024

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ivanpopelyshev Sep 25, 2017

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There's no double-tint in canvas so you can just cross it :)

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ivanpopelyshev commented Sep 25, 2017

There's no double-tint in canvas so you can just cross it :)

@badlogic badlogic added in progress and removed bug labels Sep 27, 2017

badlogic added a commit that referenced this issue Sep 30, 2017

NathanSweet added a commit that referenced this issue Sep 30, 2017

[gdx] Changed pma flag to uniform. Added blendFuncSeparate.
Functionally the same but seems a bit cleaner versus using the dark color's alpha.

#1003

badlogic added a commit that referenced this issue Oct 13, 2017

badlogic added a commit that referenced this issue Oct 13, 2017

@badlogic badlogic closed this Oct 13, 2017

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