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Blend Modes #28
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Hello, BlendMode.additive is BlendMode.Add? At present, it should be supported. Is there any strange problem? |
At present, only add's blendmode is implemented by shaders, while other blendmodes cannot be implemented by shaders for the time being. But there may be unexpected phenomena? If you can provide me with a problem spine to try? |
It is more of an improvement really, not a real problem. |
Is there a way to get the background color from the shader? |
Use bitmapData to cache the background pixel map in each frame, and then provide it to spine for mixed rendering? |
Is Add currently applied only to objects inside Maybe i am missing something, my knowledge of shaders is relatively limited. |
Since other blendmodes need background colors for calculation and blendmode, only Blendmode.ADD is not need. Therefore, SkeletonSprite only supports add when it does not digest drawcall; Other blendmode requires 1 drawcall. |
Maybe there is a way to detect whether there are multiple hierarchical blendmodes, and then make it a sprite to mix blendmodes, which should reduce the consumption of drawcall. |
Hi @rainyt, I have been using your library extensively lately and i was wondering if it is possible to implement a similar Shader optimization as it is for
BlendMode.additive
also for the other blend modes (BlendMode.additive
,BlendMode.additive
).I have tried looking into
SpineRenderShader
andSkeletonSprite
but without much success.The text was updated successfully, but these errors were encountered: