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Rename skeleton RenderMode to AnimationCacheMode #3947

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merged 2 commits into from Mar 1, 2019

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sunnylanwanjun
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*/
isCachedMode () {
isAnimationCacheMode () {
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改为 isAnimationCached

@@ -260,7 +260,7 @@ module.exports = {
"premultipliedAlpha": "Indicates whether to enable premultiplied alpha.",
"use_tint": "Indicates whether to use tint effect.",
"enabled_batch": "Indicates whether enabled batch model",
"render_mode": "The render mode of current armature. \n'REALTIME' means REALTIME calculate animation data, support animation blend but low performance. \n'SHARED_CACHE' means precomputation animation data and share data with same armature, high performance and less memery. \n'PRIVATE_CACHE' means precomputation animation data but not share data with other same armature, high performance and more memery.\nAbove two cache mode, not support nest armature, not support 'fade' related interface.",
"animation_cache_mode": "REALTIME model, realtime calculate, support all functions of Spine.\nSHARED_CACHE mode, caching and sharing dragonbones animation data, the equivalent of pre baked skeletal animation, have high performance, does not support the action blend and superposition, only supports the start and end events, as for memory, when creating some same bones and the same action of animation, can present advantages of memory, the greater the amount of skeleton, the more obvious advantages, in conclusion SHARED_CACHE mode is suitable for the scene animation, special effects, monster, NPC and so on, can greatly increase the frame rate and reduce memory.\nPRIVATE_CACHE mode, similar to SHARED_CACHE, but not share animation and texture data, so there is no advantage in memory, there is only a performance advantage, when trying to take advantage of caching pattern of high performance, but there is a change of texture, so you can't share the map data, then PRIVATE_CACHE is suitable for you.",
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REALTIME model, the animation data is calculated while running, all features supported.
SHARED_CACHE mode, the animation data is pre-calculated and cached globally, the data is shared between skeleton animation instances. Shared cache mode has great performance advantage, but it has some limitation. It doesn't support action blending and addition and it only supports the start and end events. In the memory usage aspect, as same skeleton animation instances are sharing the same animation data, this mode can save a lot of memory. More instances are sharing, more memory saved. In conclusion SHARED_CACHE mode is suitable for the skeletons which could be replicated, such as effects animation, monster, NPC and so on.\nPRIVATE_CACHE mode, similar to SHARED_CACHE, but the animation data and texture data are not shared between skeleton instances. So there is no advantage in memory compare to REALTIME mode. The PRIVATE_CACHE is suitable when there is no animation blending or addition needed, but the skeleton could change textures of sub bone (e.g. weapon).

@pandamicro pandamicro merged commit e9f968d into cocos:v2.0-release Mar 1, 2019
@sunnylanwanjun sunnylanwanjun deleted the rename-renderMode branch March 1, 2019 13:45
pandamicro pushed a commit that referenced this pull request Mar 11, 2019
* Add RenderMode TS support (#3879)

Add spine assembler var define

* fix unit test for sprite (#3870)

* Fix 1.x to 2.x particle custom data is invalid bug (#3885)

* Improve particle definition data code (#3892)

* fix event failed to reorder after modifying zIndex for 2d-tasks/issues/1130 (#3895)

* Move BlendFunctionFactors to Sprite and ParticleSystem only (#3900)

* change API:loadSubpackage to load index.js (#3899)

* mark component.enabled as animatable (#3898)

* ban JIT support on baidugame (#3903)

* Fix dragonbones multiple texture bug (#3897)

* Fix dragonbones change cloth bug

* Adapt to old api-> on off once

* DragonBonesAsset do not store dragonBones data

* fix some error

* fix web spine debug draw color error

* Set limit time to 30s

* fix label rendering in open data context (#3911)

* fix: shaders have same uniform name, different type will effect wrong (#3876)

* fix: shaders have same uniform name, different type will effect wrong

* fix shaders have same uniform name, different type will effect wrong

* fix shaders have same uniform name, different type will effect wrong, refine

* add deprecated property in EditBox in v2.0 (#3912)

* Fix dragonbones exception (#3914)

* revert particles system attribute definition (#3919)

* fix emit target scale changed events twice (#3922)

* add the tween test case (#3908)

* add the tween test case

* modify the format of the test-tween.js

1. keep all chain method start at the char 'n' below

* fixed the tween bugs

* Fix spine premultipliedAlpha serialize bug (#3924)

* cancel disable dynamic atlas on chrome. (#3929)

* Add cache mode of label. (#3916)

* Add cache mode of label.

* fix revised comments of pr.

* Simplified variable name.

* share canvas pool.

* cancel use node color.

* modify comment and reserve _batchAsBitMap.

* optimize the assignment of color and delete blendFactor.

* delete reserveImage.

* modify to center alignment.

* modify letter-font do not use node color.

* add outline support of letter-font

* add letter atlas reset on editor when scene loaded.

* change LETTER to CHAR

* modify comment

* Wechat -> WeChat

* Add spine render mode chinese tip (#3933)

* fix label rendering error on native (#3936)

* fix label rendering error on native

* fix rendering error on native

* revert first commit

* clear letter atlas when scene launch. (#3938)

*  reset the CHAR mode to NONE on subdomin. (#3940)

* reset the CHAR mode to NONE on subdomin.

* reset CHAR mode on subdomin

* set rigidbody awake visible is false (#3941)

* fix canvasPool error on subdomin (#3942)

* update rigidbody awake tips and add awakeOnLoad (#3944)

* fix label error when font change on editor. (#3946)

* Rename skeleton RenderMode to AnimationCacheMode (#3947)

* Rename skeleton RenderMode to AnimationCacheMode

* Rename skeleton RenderMode to AnimationCacheMode

* fix label blur when using dark font color (#3949)

* optimize editBox style (#3952)

* To adapt the adjust of the webview impl in the jsb (#3697) (#3951)

* fix the problem of label that first modified is invalid. (#3959)

* Fix create ArmatureDisplay by code but no set asset, then invoke some api about event, will throw error (#3966)

* fix get auido state bug (#3974)

* small fixed

* small fixed
minggo pushed a commit that referenced this pull request Feb 10, 2022
Co-authored-by: cocos-robot <engine-deploy@cocos.com>
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2 participants