Hello!
I'm not sure if this is a runtime question exactly, but it seemed like the best place to ask. I've been integrating the spine-c++ runtime into my personal engine. I use Metal to render on iOS. I've exported with pre-multiplied alpha unchecked, and then setup the renderer to match. But I'm still seeing darkness being added wherever there is transparency.
Here's what it looks like in spine (left) vs how it renders in game (right). This guy has a thick glowing semi-transparent border, but for most other assets the issue manifests as a thin black outline.
Here are my texture packer settings:
And here's how my MTLRenderPipelineDescriptor is setup:
blendingEnabled = YES;
rgbBlendOperation = MTLBlendOperationAdd;
alphaBlendOperation = MTLBlendOperationAdd;
sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
Thanks for any help!