Mario Zechner

Results 182 comments of Mario Zechner

We've agreed to add two methods to `AnimationState`. 1. `byte[] serialize()` generates a binary blob that saves the entire state of the animation state. Basically, all track entries, and the...

We've used this approach in Spine for years (with an outdated GLFW version). It basically just pushes all GLFW ooerations onto the main thread and waits synchronously for completion. Keeping...

I've used tinfd successfully with my Glfw fork on macOS. Didn't try nfd. On Thu, Nov 18, 2021, 10:39 Gerben Oolbekkink ***@***.***> wrote: > I wanted a native file chooser...

Huh, could you explain how this works? I've tried to fix this a couple of times now, and still don't understand why it happens in the first place. On Fri,...

Right, I understand what the code itself does. But I do not understand why it is at all necessary. Godot's own `Sprite` for example does not suffer this deficiency. However,...

Spend most of the day figuring this out and finally fixed it. `SpineSprite` would instantiate one `MeshInstance2D` per skeleton slot. Every frame, it would clear the meshes' canvas item, then...

Folks, everytime you post a "+1" anyone subscribed to the repository gets an email. Could you please instead simply use the "upvote" emoji on the original comment in this issue?...

Closed in favor of https://github.com/EsotericSoftware/spine-runtimes/pull/2347

This is now fixed in the latest 4.1 and 4.2-beta branch commits as well as the latest 4.1 and 4.2 NPM packages. I rewrote how blend modes are handled entirely,...