Closed rh101 closed 2 years ago
The commit https://github.com/adxeproject/adxe/commit/91e57e7dd32e4c489a93426228d58d35791e0f37 will let user can continue use official spine runtime after post a merge-request to use backend defination sampler name for SkeletonBatch
Oh, that's excellent!
I thought that SkeletonTwoColorBatch.cpp
would be affected too, but it is referring to its own shader, and not the backend shader, so that one isn't an issue.
Oh, that's excellent!
I thought that
SkeletonTwoColorBatch.cpp
would be affected too, but it is referring to its own shader, and not the backend shader, so that one isn't an issue.
Yes
No worries, thank you for clarifying that.
Refer to this PR: https://github.com/EsotericSoftware/spine-runtimes/pull/2104
All good, thank you.
Oh, Axmol looks awesome!
The latest commit, https://github.com/axmolengine/axmol/commit/555f847c1f4890ebcab0af75feb0cc32b358f93a, which changed the sampler names, causes graphical issues when using the official Spine runtime. I realise the built-in Spine code in
axmol
was modified to work, but this really should be ported over to the official runtime.I personally don't use the Spine version that is bundled with
axmol
; the one I use is a slightly modified version of the runtime that is available from the official Spine runtime repo.@halx99 is there any chance you could have a chat to the developers of Spine, and request that they add a new
axmol-specific
folder to their runtime repo? This project has diverged from Cocos2d-x, and will continue to do so, and using the cocos2d-x runtime foraxmol
no longer makes sense, and will just cause more problems down the line.If they do agree to add a new runtime folder specific to
axmol
, then changes can be pushed to the official runtime, and we won't have to deal with Cocos2d-x related compatibility.