Mario लिखाExport your texture atlas with premultiplied alpha, that should do the trick.
I thought about this option, but threw it away with thoughts: could an artist individually unload this particular texture without premultiplied alpha to a png-file with other textures that are with premultiplied alpha? Sounds pretty strange to me. Have some files with this bug (?), not one. But I can check this. I will inform you later about the results.
Mario लिखा The version string in the .json file ends with norb. Did you change that manually and if so why?
For fun. Spine web player does not look into this parameter. This is a mark for me that I converted this json file from old format (spine v2.1.27) to new (4.1-beta).
Mario लिखाExport your texture atlas with premultiplied alpha, that should do the trick.
Drako लिखाBut I can check this. I will inform you later about the results.
No, it didn’t work with "alpha" configuration property enabled. Something with spine web player or webgl, i think.
Link to my test after re-export with "pre-multiplied alpha" - https://www.norbdragon.com/uploads/spine17/
I see no difference with the example from the first post - https://www.norbdragon.com/uploads/spine16/
I have read the forum. I drew attention to a neighboring topic - http://esotericsoftware.com/forum/png-with-additive-export-with-black-screen-16872
Checked how the problem texture looks in the texture pack and type of blending for slot with this attachment. "Additive" blending + this texture use black instead of alpha... And I can see this bug (?) in export window too. :hmm:
The conclusion suggests itself that Spine web player renders an image on a transparent background using the same algorithm. Well, these are my thoughts out loud. It is quiet here on holidays, so I communicate with those few who are here. Suddenly someone is interested. Well, yes, that is, with myself. :sun:
Since the opinion was expressed in a neighboring topic that most likely nothing will be done in this direction, then... I need to surgically edit inscribed textures of this type in texture packs (png-files)? Need to change carefully the use of black to alpha channel for some parts...
Questions from "not an animator/artist" (maybe silly, sorry):
What is this "additive" blending used for?
What are the consequences if "repaired" texture with "normal" blending be drawn later not on empty transparent background, but on top of another object? Let's say the animation of a "glowing ball" flying past a character. The same rendering as if it was an "old" texture with "additive" blending? Or will there be changes?
Will I create new adventures for myself if I automate the process, assuming that ALL textures that are mentioned with "additive" blending are subject to "correction"? Or maybe there is a variation where the texture uses both the alpha channel (not black) and "additive" blending?
But... can it still be somehow fixed in the web player code?
I'm not talking about a new minor version of Spine web player. I would only need a hint as to which function to change the code in. And new code to replace.