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[engine] 修复 v1.2.0 版本合并代码引入 spine cache 模式下的错误(#8)
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@ -480,7 +480,7 @@ sp.Skeleton = cc.Class({
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// override base class _updateMaterial to set define value and clear material cache
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_updateMaterial () {
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let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
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let useTint = this.useTint;
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let baseMaterial = this.getMaterial(0);
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if (baseMaterial) {
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const isMultiSupport = baseMaterial.material.isMultiSupport();
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@ -535,7 +535,7 @@ sp.Skeleton = cc.Class({
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_updateUseTint () {
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let baseMaterial = this.getMaterial(0);
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if (baseMaterial) {
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let useTint = this.useTint || (this.isAnimationCached() && !CC_NATIVERENDERER);
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let useTint = this.useTint;
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if (baseMaterial.material.isMultiSupport()) {
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this._defineMaterialTint(baseMaterial, useTint);
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} else {
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@ -925,7 +925,7 @@ export default class SpineAssembler extends Assembler {
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if (!baseMaterial) return;
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_useMulti = baseMaterial.material.isMultiSupport();
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_useTint = comp.useTint || comp.isAnimationCached();
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_useTint = comp.useTint;
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_vertexFormat = _useTint ? (_useMulti ? VFTwoColorTexId : VFTwoColor) : (_useMulti ? VFOneColorTexId : (comp.isAnimationCached() ? VFTwoColor : VFOneColor));
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// x y u v color1 color2 or x y u v color
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_perVertexSize = _useTint ? (_useMulti ? 7 : 6) : (_useMulti ? 6 : (comp.isAnimationCached() ? 6 : 5));
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