eq2k I saw this problem also in the pre-release alpha and is still in the Alpha and am starting to expect might be down to nature how the spine runtime decides if an atlas is premultiplied or not. Here is a screenshot showing would it does with a semi transparent glow effect... https://www.dropbox.com/s/n7fa91db5jcmusl/problem.jpg
Nate If setOpacityModifyRGB is true then the runtime uses premultiplied alpha. You'll have to change that setting if n how your images are encoded with premultiplied alpha or if it is done at load time.
eq2k Its strange its happening even overriding the setOpacityModifyRGB to either true or false. None of my images are premultiplied, so am confused why it is happening, especially since it wasn't a issue before cocos2dx v3 with all the same assets.
Nate Hmm, strange. Not sure what could have changed. At some point I'd like to look at updating it for v3, not sure when I'll get to though.
eq2k Just as a note incase helps anyone else, only way i could fix problem was to actually premultiply my atlas files as was unable to get cocos to work with them being non premultiplied even forcing the setOpacityModifyRGB took no effect.
Nate I think the problem is that you also need to change the blendfunc to GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. However, using premultiplied alpha will result in correct blending while not using it won't.