增加纹理调试
This commit is contained in:
@@ -337,7 +337,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -382,9 +386,12 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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//clipping.ClipEnd();
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//clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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{
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{
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@@ -294,7 +294,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -334,13 +338,16 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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@@ -312,7 +312,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -352,13 +356,16 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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@@ -271,7 +271,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -311,15 +315,18 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 包围盒
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 调试包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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{
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{
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var bounds = Bounds;
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var bounds = Bounds;
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@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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@@ -267,7 +267,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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vertexArray.Clear();
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vertexArray.Clear();
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}
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}
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states.BlendMode = blendMode;
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states.BlendMode = blendMode;
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@@ -307,13 +311,16 @@ namespace SpineViewer.Spine.Implementations.Spine
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clipping.ClipEnd(slot);
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clipping.ClipEnd(slot);
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}
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}
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clipping.ClipEnd();
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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if (UsePremultipliedAlpha && (states.BlendMode == BlendModeSFML.Normal || states.BlendMode == BlendModeSFML.Additive))
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states.Shader = FragmentShader;
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states.Shader = FragmentShader;
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else
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else
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states.Shader = null;
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states.Shader = null;
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target.Draw(vertexArray, states);
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clipping.ClipEnd();
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// 调试纹理
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if (!IsDebug || DebugTexture)
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target.Draw(vertexArray, states);
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// 包围盒
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// 包围盒
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if (IsDebug && IsSelected && DebugBounds)
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if (IsDebug && IsSelected && DebugBounds)
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