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Spellchecked
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michaliskambi committed Aug 11, 2024
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Showing 2 changed files with 14 additions and 2 deletions.
12 changes: 12 additions & 0 deletions .vscode/settings.json
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"alphanum",
"apidoc",
"Arjan",
"ASideOfChidori",
"AWSD",
"beforedestruction",
"binutils",
"bump_demo_leaf_nobump",
"castleconf",
"castleengine",
"castleinternaltools",
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"colorbox",
"CPUI386",
"CPUX86_64",
"cubemaps",
"cubemaptexturing",
"dcclinux",
"devel",
"devkit",
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"glxgears",
"glxinfo",
"Gouraud",
"Grayson",
"ifdef",
"indylaz",
"inlines",
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"kambi",
"Kamburelis",
"kanim",
"Khronos",
"killall",
"LAZARUSDIR",
"lazbuild",
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"libz",
"lldb",
"longword",
"Lumoize",
"Matomo",
"michalis",
"Miklas",
"mipmaps",
"Mixamo",
"msvideo",
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"Phong",
"Pickable",
"pipefail",
"platformer",
"pluggable",
"pointingdevicesensor",
"quicktime",
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"raytr",
"Redist",
"redistributables",
"resourcestring",
"RGBE",
"rhan_shrine",
"Rosseaux",
"RTLD",
"savegames",
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"setq",
"sketchfab",
"skybox",
"Slava",
"spatialized",
"subcomponents",
"Subimage",
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4 changes: 2 additions & 2 deletions htdocs/doc/features.adoc
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* We have own Spine importer in _Castle Game Engine_ that reads Spine JSON (not relying on any official _Spine runtime_).
* Spine animations and rendering features are converted to standard engine animation nodes (same nodes as used by glTF and X3D) so they play consistently within the engine, with animation cross-fading etc.
* Spine skins are suported.
* Spine skins are supported.
* Loading Spine JSON files from various Spine versions, up to and including Spine 4, is supported.
* Spine texture atlases with all advanced options (e.g. stripping whitespace, rotating) are suported.
* Spine texture atlases with all advanced options (e.g. stripping whitespace, rotating) are supported.
* Alternative: https://github.com/Kagamma/spine-runtimes/[Spine runtime for Castle Game Engine] is an alternative approach to load and render Spine models. It supports some additional features by "offloading" some work to the Spine C runtime.

== Graphic effects
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