Hi Mario,
Thanks so much for your help!
Just to confirm, do you mean that just copy the code blocks of spine-ts WebGL 'SkeletonRenderer.draw()' from 3.6 branch, and do some modification to change it from using 'PolygonBatcher' to our current 'SpriteBatch', then I can have the spine-webgl runtime process Clipping Attachment while still keep using Turbulenz engine?
(Sorry I feel this probably is something straightforward but I'm new to Spine/WebGL/Turbulenz/etc... so just to make sure I didn't misread your suggestion).
Thanks again!
Subject: PolygonBatcher.flush(): lastTexture.bind is not a function
Mario написалOh, you have a batcher! That should make things pretty simple. Have a look at spine-ts WebGL
SkeletonRenderer.draw()
from the 3.6 branch:
https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/spine-ts/webgl/src/SkeletonRenderer.ts#L60That does everything you need and should he easy to copy & paste and fix up so it uses your
SpriteBatch
instead of ourPolygonBatcher
.