Releases: gritsenko/c3_spine_plugin
Batch render Spine instances
Batch render Spine instances for performance uplift.
Render all skeleton instances to instance textures (including different skeletons) in one C3 Draw call. Only save and restore C3 GL parameters once per tick, which adds up to a big perf saving. Does not yet include removal of instances or not Spine rendering when offscreen (C3 Draw is skipped.)
Add new SpineBatch class which implements the batching.
Keep aspect ratio of character
Added Keep aspect ratio property
Change spine-webgl.js dependency to external script
Change spine-webgl.js dependency to external script, no longer use add to DOM script, which was causing issues with newer C3 versions.
Add skeleton instances per Spine Object, RenderQuality property.
Add expressions TextureWidth, TextureHeight (texture size used to display Spine)
Add property RenderQuality (1-0), amount to downsample original Spine size (reduces texture size used also reduces GPU performance requirement, which is usually less of an issue.)
Load skeleton only once per Spine object, other instances of the same object are instances of the skeleton, saves a lot of texture memory to have only one skeleton texture atlas in GPU memory.
Move on skelton loaded to after texture has been created for the Spine object and initial animation bounds and other state is set.
Add event trigger
Add event trigger ACE
Add set region action
Add set region action (change region/texture of current attachment on a slot on the current skin.)
Add default mix, error condition and animation speed
Add default mix, error condition and animation speed.
Fix for trigger OnAnimationFinished
Fix for trigger OnAnimationFinished (save completeAnimatioName on listener to use for multiple triggers due to the same listener.)
Add Collisions enabled property
- Add Collisions enabled property
- Added Enable collisions property
- Fixed startup multiple initSpine() issue (showed up as an error on Android apk)