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apparently the 64x32 skins do have transparency after all
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2 files changed

+4
-7
lines changed

2 files changed

+4
-7
lines changed

demo/skin/index.html

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -58,13 +58,14 @@
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<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.2.1/jquery.min.js" integrity="sha256-hwg4gsxgFZhOsEEamdOYGBf13FyQuiTwlAQgxVSNgt4=" crossorigin="anonymous"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js" integrity="sha256-NGC9JEuTWN4GhTj091wctgjzftr+8WNDmw0H8J5YPYE=" crossorigin="anonymous"></script>
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<script src="../../dist/skin.min.js"></script>
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<script src="../../dist/skin.js"></script>
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<script>
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var skinRender = new SkinRender({
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autoResize: true,
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render: {
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taa: true
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}
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},
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makeNonTransparentOpaque: false
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}, document.body);
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skinRender.render({
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username: location.hash ? location.hash.substring(1) : "inventivetalent",

src/skin/index.js

Lines changed: 1 addition & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -91,10 +91,6 @@ class SkinRender extends Render {
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capeTexture.format = THREE.RGBFormat; // no transparency
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}
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if (skinTexture.image.height === 32) {
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skinTexture.format = THREE.RGBFormat; // 64x32 don't have transparency
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}
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if (!skinRender.attached && !skinRender._scene) {// Don't init scene if attached, since we already have an available scene
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super.initScene(function () {
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skinRender.element.dispatchEvent(new CustomEvent("skinRender", {detail: {playerModel: skinRender.playerModel}}));
@@ -162,7 +158,7 @@ class SkinRender extends Render {
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}
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}
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if (skinRender.options.makeNonTransparentOpaque && skinRender._skinImage.height !== 32) { // 64x32 don't have transparency
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if (skinRender.options.makeNonTransparentOpaque && skinRender._skinImage.height !== 32) {
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let sourceCanvas = document.createElement("canvas");
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let sourceContext = sourceCanvas.getContext("2d");
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sourceCanvas.width = skinRender._skinImage.width;

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