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Masks usage with spine #22
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There's special logic for spine in pixi-heaven: if there's one mask, then whole spine goes to masked renderer, to make sure that there are minimal shader switches. However, nobody used that for long time, and after conversions between 4 to 5, 5.1 and 5.2, and 5 to 6 , i didnt test it. However, in your case, you are trying to apply a mask to Mesh, and that just wasnt implemented, because there's no Wanna be a hero and do it, and make PR for the plugin? |
I guess it wasn't intended to use masks directly on Spine Meshes? |
No one needed that. There's no problem to make such a mask. Also sprite masks cant possibly work on children, that's a thing that got sacrificed for performance. Batching shader treats it as two textures with two pair of UV attributes, there is serious modification of main batching algorithm , e.t.c. In short, you want this thing - look how |
Hi.
At work we're having performance problems when using multiple pixi masks on mobile.
Pixi-heaven is one of the options we're reviewing as a possible solution to the problem.
We're using PIXI.js version 6.0.4.
After running several tests with the sprite masks which pixi-heaven supports, we saw a performance improvement.
But we also use spine in some projects.
I'm having problems figuring out how sprite masks are used with SpineMesh.
I get a console error.
I even tried to use a sprite with a maskSprite as a container for the spine. But the mask seems to not apply to any of the Spine Mesh children.
Demo:
https://www.pixiplayground.com/#/edit/21YI4PTVR8Qkl9Rk8gQQN
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