I have "reflective surfaces" in my game (water / ice), where I draw the Spine character upside-down and with a special shader for texture. Example:
When I render the reflections, I flip it by: skeleton.getRootBone().setScaleY(-skeleton.getRootBone().getScaleY());
After doing that, I have to call: skeleton.updateWorldTransform();
I've been doing some profiling on my game, and updateWorldTransform() is taking a pretty hefty chunk out of my CPU time (I'm guessing partially due to my characters having a decent number of meshes). I have to call updateWorldTransform() at least twice per frame for each character (once for normal rendering, and then once for the reflection).
Is there any way I could eliminate that extra updateWorldTransform() call when I flip the spine character upside down? (Without doing something like rendering the character to an FBO and flipping it, which I believe would be less efficient then the extra updateWorldTransform() call).
Thanks for any suggestions! :clap: