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[cocos2dx] Two tint colour rendering issue #1229

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Wizermil opened this Issue Dec 14, 2018 · 2 comments

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@Wizermil
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Wizermil commented Dec 14, 2018

Hey I think after the refactoring of cocos2dx runtime you introduced a bug in the rendering of spines using two tint colour.

Here is the result of the export from the editor
export_spine
and the output from the simulator:
screenshot_simulator
As you can see the rendering of the colours is not the one we were expecting. After replacing

darkColor.r = red * slot->darkColor->r;
darkColor.g = green * slot->darkColor->g;
darkColor.b = blue * slot->darkColor->b;

in https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/spine-cocos2dx/src/spine/SkeletonRenderer.cpp#L418 by

darkColor.r = 255 * slot->darkColor->r;
darkColor.g = 255 * slot->darkColor->g;
darkColor.b = 255 * slot->darkColor->b;

it's back to normal
screenshot_simulator_pass
however I don't know if this modification introduces other issues. Do you have a test suite that I could use to check?

PS: I attached the spine I used for my test
debug_two_color_tint_additive_alpha.zip

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badlogic commented Dec 14, 2018

Thanks for the very helpful report! You also already identified the issue correctly. I'll get to this asap.

@badlogic badlogic self-assigned this Dec 14, 2018

@badlogic badlogic added bug labels Dec 14, 2018

@badlogic badlogic added this to the v3.7 milestone Dec 14, 2018

@badlogic badlogic added in progress and removed bug labels Dec 17, 2018

@badlogic badlogic closed this in a4a36d8 Dec 17, 2018

@badlogic badlogic removed the in progress label Dec 17, 2018

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badlogic commented Dec 17, 2018

This has been fixed on the 3.6 and 3.7-beta-cpp branches. The 3.7-beta branch was not affected. Thanks for reporting!

Wizermil added a commit to PrettySimple/spine-runtimes that referenced this issue Dec 17, 2018

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