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[runtimes] Port dipping problem fix #867

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badlogic opened this issue Mar 26, 2017 · 5 comments
Closed
20 tasks done

[runtimes] Port dipping problem fix #867

badlogic opened this issue Mar 26, 2017 · 5 comments
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@badlogic
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badlogic commented Mar 26, 2017

See 13c34e8

  • spine-libgdx

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

  • spine-c
  • spine-sfml
  • spine-cocos2d-objc
  • spine-cocos2dx
  • spine-ue4

  • spine-ts core
  • spine-ts webgl
  • spine-ts canvas (not supported)
  • spine-ts threejs

  • spine-as3
  • spine-starling

  • spine-lua
  • spine-love
  • spine-corona
@badlogic badlogic self-assigned this Mar 26, 2017
@badlogic badlogic added this to the v3.6 milestone Mar 26, 2017
@pharan
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pharan commented Mar 28, 2017

I have a correction for this. See: 13c34e8#diff-2e690293d0fea3104ddda07be1d1e5c9R223

@badlogic
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badlogic commented Apr 5, 2017

Reply here once ported to spine-c http://esotericsoftware.com/forum/Mixing-fail-in-cocos2d-x-8200

@pharan
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pharan commented Apr 6, 2017

There's one very common source of dipping (interrupted mixing) that could be removed.
#871

pharan added a commit that referenced this issue Apr 6, 2017
@badlogic
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badlogic commented Apr 7, 2017

Also need to port f8ea8e9

spine-ts suffers from dip with pharan's test project. Check port.

@badlogic
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Everything ported. Could try to add interrupted mixing dipping problem fix mentioned by @pharan

@badlogic badlogic removed the ready label Apr 10, 2017
cloudchui pushed a commit to CloudcadeSF/spine-runtimes that referenced this issue Aug 1, 2017
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