实现

构造函数

属性

_internalMaterials: Material[] = []
autoCacheEnabled: boolean = false
batches: SpineRenderBatch[] = []

Render batches array - each batch contains geometry, buffer and material.

渲染批次数组 - 每个批次包含 geometry、buffer 和 material。

materials: Material[] = []
needUpdate: boolean = false
subMeshes: IRenderGeometryElement[] = []
positions: Float32Array

方法

  • 参数

    • positions: NumberArrayLike
    • uvs: NumberArrayLike
    • finalColor: Color
    • darkColor: Color
    • verticesLength: number
    • indices: NumberArrayLike
    • indicesLength: number
    • stride: number
    • offsetX: number
    • offsetY: number

    返回 void

  • 参数

    • vertices: ArrayLike<number>

      Array of vertex data.

    • indices: ArrayLike<number>

      Array of index data.

    • stride: number

      Vertex stride.

    • offsetX: number

      Offset X.

    • offsetY: number

      Offset Y.

    返回 void

    Append clipped vertices and indices (cache raw data, apply offset on upload)

    裁剪后的顶点和索引(缓存原始数据,上传时应用偏移)。