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Cascading Colors in Cocos2d-x does not work with SpineSkeletons. If cascadeColor is enabled and one sets the color of the parent of a Skeleton, the Skeleton keeps its color.
The reason is that the draw-function uses color instead of displayedColor, suggested fix:
void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t transformFlags) {
SkeletonBatch* batch = SkeletonBatch::getInstance();
Color3B nodeColor = getDisplayedColor(); // Changed from getColor();
// .... rest of function
}
The same logic is applied in other Cocos2d-x nodes, so it looks like an oversight to me - or is there a reason not to do this?
The text was updated successfully, but these errors were encountered:
Definitely an oversight. I'll apply the fix to the 3.6-beta branch asap.
badlogic
changed the title
Cocos2d-x Cascading Color does not work - with suggested Fix
[cocos2d-x] Cascading Color does not work - with suggested Fix
May 16, 2017
Hey Mario and/or Nate,
Cascading Colors in Cocos2d-x does not work with SpineSkeletons. If cascadeColor is enabled and one sets the color of the parent of a Skeleton, the Skeleton keeps its color.
The reason is that the draw-function uses color instead of displayedColor, suggested fix:
The same logic is applied in other Cocos2d-x nodes, so it looks like an oversight to me - or is there a reason not to do this?
The text was updated successfully, but these errors were encountered: