We've converting a project to use the Esoteric Spine plugin for Phaser rather than the Phaser Spine plugin. All has gone well except we're seeing some visual differences. Possibly to do with premultipliedAlpha.
With the Phaser Spine plugin we'd use spineGameObject.preMultipliedAlpha = true
. This is not supported with the Esoteric Spine plugin but we are passing true
as the premultipliedAlpha
parameter when calling scene.load.spineAtlas()
.
The differences we're seeing are hard edges on spineGameObjects. See image below.
Any help appreciated.
Cheers,
Defmech