Ale Bles
Ale Bles
That's what I meant but after discussing with our artist am leaning more towards a solution where anchor and rootbone are the same thing. So if you create a spine...
So Canvas rendering _should_ be good now. Moving on to WebGL ;x
Pfff this is going in baby steps xD, Should be ok now for the Y axis, on to X ;x
I think @shibekin69 is talking about the official release that runs on the old spine runtime. As for the changes, I can accept them and add them (would be nice)...
@shibekin69 My original Idea was too use most of spine-ts original code and have this lib just be a simple wrapper to wrap the renderer's supplied by spine-ts itself, a...
I'll start setting up stuff for seperate branches and spine-ts for a major release then. As for the debugRendering I will have a look at it, together with all the...
@shibekin69 Yep, I'll be adding all of those :) @opulisDynamics I tried to update spine-ts to the latest version, but the webgl renderer is throwing me some issue, would you...
Let's use Spine's SkeletonBounds for this
@appsolutegeek You are correct, for me it doesn't make much sense to add features like these anymore on a runtime that's not 'officialy' supported anymore, might as well put the...
@appsolutegeek All help is welcome, I started whipping something up in the spine-ts branch, and you are correct that the spine-ts canvas directly draws on the context. I the current...