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apparently the 64x32 skins do have transparency after all
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InventivetalentDev committed Feb 20, 2021
1 parent 0ac9f8f commit de6c151
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Showing 2 changed files with 4 additions and 7 deletions.
5 changes: 3 additions & 2 deletions demo/skin/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -58,13 +58,14 @@

<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js" integrity="sha256-hwg4gsxgFZhOsEEamdOYGBf13FyQuiTwlAQgxVSNgt4=" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js" integrity="sha256-NGC9JEuTWN4GhTj091wctgjzftr+8WNDmw0H8J5YPYE=" crossorigin="anonymous"></script>
<script src="../../dist/skin.min.js"></script>
<script src="../../dist/skin.js"></script>
<script>
var skinRender = new SkinRender({
autoResize: true,
render: {
taa: true
}
},
makeNonTransparentOpaque: false
}, document.body);
skinRender.render({
username: location.hash ? location.hash.substring(1) : "inventivetalent",
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6 changes: 1 addition & 5 deletions src/skin/index.js
Original file line number Diff line number Diff line change
Expand Up @@ -91,10 +91,6 @@ class SkinRender extends Render {
capeTexture.format = THREE.RGBFormat; // no transparency
}

if (skinTexture.image.height === 32) {
skinTexture.format = THREE.RGBFormat; // 64x32 don't have transparency
}

if (!skinRender.attached && !skinRender._scene) {// Don't init scene if attached, since we already have an available scene
super.initScene(function () {
skinRender.element.dispatchEvent(new CustomEvent("skinRender", {detail: {playerModel: skinRender.playerModel}}));
Expand Down Expand Up @@ -162,7 +158,7 @@ class SkinRender extends Render {
}
}

if (skinRender.options.makeNonTransparentOpaque && skinRender._skinImage.height !== 32) { // 64x32 don't have transparency
if (skinRender.options.makeNonTransparentOpaque && skinRender._skinImage.height !== 32) {
let sourceCanvas = document.createElement("canvas");
let sourceContext = sourceCanvas.getContext("2d");
sourceCanvas.width = skinRender._skinImage.width;
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