Hey, Nate.
I just wanted to check back in on this topic. I am still hitting a serious wall with this, and I will either have to do some crazy masking to hide the back faces of some textures (which is probably not even possible to do in my case), or duplicate a bunch of textures and flip them in photoshop... which would obviously double the game textures, and is also not viable.
I would really like a way to do one or more of the following:
- Allow texture mirroring without using the back side of the texture
- Have a "texture flip" option available on the slot (that does not use the back side of the texture)
- Add the ability to turn back-face culling on/off on a per slot or per texture basis.
Thanks as always for your responsiveness and hard work! I'm loving 3.8 (especially animation state folders).
Speaking of which, I helped develop the faux-3D mesh for the truck in this game: http://www.nickjr.com/blaze-and-the-monster-machines/games/blaze-tow-truck-tough-sandbox/
All animation was done in Spine (at my recommendation) 🙂 That tire I was asking you about at the beginning of this thread was the tire for the main truck character in this game.
Hi, Nate.
I'm still running into issues that I can't find a way to work around for our game, regarding this back-face culling topic.
I really need to be able to mirror textures for left/right facing characters and objects. But I also really need to be able to do back-face culling in many many places to give things a 3D effect. I haven't been able to find a work-around, and I'm either going to have to double all of the textures to include the mirrored versions of assets, or I'll have to turn back-face culling off, and sacrifice the really awesome 3D-esque effects that Spine is capable of pulling off.
It seems that the easiest single solution would be to add a "reverse culling" (or "invert texture") checkmark on a slot, which can be keyed. When checked, it would display the "back side" of the texture... meaning the culling would work in the opposite direction on that slot, culling the front face rather than the back. This way when I set the texture to -1 scale (with back-face culling turned on), the texture would be visible. If set to any positive scale, it would be invisible, since the front face would be culled. This would totally solve my problem.
There are probably other solutions as well, but this seems like the easiest.
Thanks for your time and attention!