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[ios][libgdx]premultipliedAlpha Rendering Issue on iOS Compared to Android #2586
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What do you mean by that? The code inside spine-libgdx is the same on all platforms. On iOS, your atlas |
Sorry for the confusion. What I meant is that I’m comparing spine-libgdx with the Metal-based spine-ios renderer. For the same spine animation, enabling premultipliedAlpha works correctly in spine-libgdx, but renders incorrectly in spine-ios. |
Animator’s effect: spine file: Actual effect on iOS(spine-ios): Effect on Android(spine-libgdx): As shown in the effects above, spine-libgdx correctly renders the expected result, but spine-ios, it has a black background. |
I encountered the same problem! |
Please show the code you use to draw that skeleton on iOS, including the SwiftUI scaffold around it with its background settings etc. |
I am using UIKit, and my code is as follows:
I just tried setting the When using the default clear color, RPReplay_Final1722909106.MP4When using the color orange, RPReplay_Final1722909213.MP4 |
Have a solution to the problem? |
Description
I'm encountering an issue with
premultipliedAlpha
rendering for Spine files when transitioning between Android and iOS platforms. On Android, enablingpremultipliedAlpha
correctly renders the black background as transparent. However, on iOS, the rendering does not display as expected.Details
Android Behavior: The colors are rendered correctly with transparency using the following code:
iOS Behavior: The iOS code differs from Android's implementation and results in incorrect rendering.
Steps to Reproduce
premultipliedAlpha
on both platforms.Expected Behavior
On both platforms, the black background should be rendered as transparent when
premultipliedAlpha
is enabled.Actual Behavior
The black background is correctly rendered as transparent on Android but not on iOS.
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