Is there a way to add multiple images at once to a slot in the Spine GUI tool? I would like to add 10s of images to a slot (say the wing of a flying bird that keeps changing every few frames) but I am forced to add one image at a time. You’re free to ignore it or to use it for any dynamic Renderable needed. So spine can't work with texture atlas with rotated images? it gives you access to the Array of all previously added Renderables), but you should restrict your usage to only adding elements to the array.The pool can optionally be used to avoid allocation. This makes the sprite sheet larger than necessary. The animation is working only if I disable "rotation" during texture-packing. I don't see any settings on texturepacker to force it use the full image names instead of creating index value. I can't change the naming convention of the images as it affects bunch of other things. ![]() ![]() This is working for me, but I am not sure if this is the right thing to do. Sprintf(name2, "%s_%d",region->name, region->index) Fixed () not being set on LWJG元, fixes GestureDetector and flick scroll not working. I modified the Atlas.c/Atlas_findRegion function to have the logic to consider index as part of the name: if (region->index > 0) This fails with "unable to find region" error. TexturePacker seems to be bugged, Ive never been able to make it work correctly and then use the files in LibGDX. Spine run-time doesn't understand this and attempts to looks for a region with name "img-name_number" ignoring the index element. If image-names are of the format " ", the texturepacker saves atlas region as name=, index=. I am having the following issues, would be great to hear from you: Otherwise the skin texture is looked up just as with a call to (3)Skin.Skin (.FileHandle). ![]() Passing a SkinLoader.SkinParameter allows the (2)exact name of the texture associated with the skin to be specified. Pretty excited with what I have seen so far. (1)All Texture and BitmapFont instances will be loaded as dependencies. I just bought the license and started using it in my cocos2d environment.
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