我在编辑器中实现了具有x,y,z三轴变换的立方体,这依赖于我打开了编辑器的backface culling功能。
但是在godot中我找不到任何选项和开关。我该如何打开?

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在Godot中,Spine的backface culling功能并不是直接支持的,特别是在CanvasItemNode2D中。要在Godot中实现backface culling,您可能需要在CPU上手动进行剔除。具体来说,可以在提交网格之前,遍历所有三角形,计算它们的绕序,并将被剔除的三角形替换为退化三角形(例如,通过将三角形的所有索引设置为相同的索引)。此外,您可以尝试使用ShaderMaterial来实现backface culling,但这可能需要一些额外的工作。

如果您有能力进行开发,您也可以考虑为Godot贡献一个PR(Pull Request),以便在未来版本中支持此功能。

    Spinebot
    遍历三角形计算绕序,在我的案例中我可以理解成我要维护一个输入是xyz三个角度,输出是所有贴图是否隐藏的表吗?
    spine中是否有一个钩子,当骨骼变换到某些位置和角度就会触发,以改变插件的显示,在编辑器的设置模式而非动画模式中可用。
    立方体只是基础,当处理复杂多面体时 我会考虑性能使用矩阵,这需要把一个线性变化变成多个点,spine运行时的旋转的精度是多少,精度可用调整吗?
    其他引擎对 backface culling功能支持是怎样的?请提供一个列表。unity没有真正的2d,也许有不一样的情况。

      miaomiaoup Unfortunately, Mario, who is in charge of spine-godot, is currently unwell and unable to answer questions for the time being, so it may take some time before we are able to respond to this question. I believe he will review your question when he returns, so please be patient.

      Godot simply does not support GPU side backface culling for 2D nodes like CanvasItem. This has been extensively discussed here, with some engine modifications that would enable this:
      https://en.esotericsoftware.com/forum/d/23925-godot-spine-backface-culling-feature/10

      There is currently no way to hook into SpineSprite to implement culling from GDScript or C#. You would have to modify the spine-godot source code to implement CPU side culling and compile your own Godot editor and template versions.

      I'll eventually add this to spine-godot. I've created an issue for it here:
      EsotericSoftware/spine-runtimes2659

      I posted my backface culling update for Godot 4.3 with GLES3 support. I had planed to keep it under wraps . I do not understand how the other rendering system source code works with culling.