trevorh Posted November 26, 2015 Share Posted November 26, 2015 Hello everyone, I'm loving Pixi so far, but have run in to a bit of a problem. When using spines, any regions using meshes fail to appear. No errors are thrown, everything else functions correctly, and normal regions appear as expected. The odd thing is, this seems to be a fixed issue. Similar problems were encountered a while ago (https://github.com/pixijs/pixi-spine/issues/10, https://github.com/pixijs/pixi-spine/issues/35), but the issue was fixed and closed. I have confirmed (many times, believe me) that I am using the most recent pixi.js and pixi-spine.js files. A link to my setup is here: https://www.dropbox.com/s/egh4pmznqvd4w0d/goblin_spines.zip It's the same setup as http://pixijs.github.io/examples/index.html?s=spine&f=goblins.js&title=Goblin&plugins=pixi-spine, with the changes being in the spine files. Mrs. Goblin is the same spine as in the example, but Mr. Goblin uses mesh regions. Swap between the two by clicking. Mrs. Goblin is drawn correctly. Every one of Mr. Goblin's mesh regions are not drawn, meaning only his closed eyes and shield are drawn. I've been banging my head against this for a few days now; any help would be very appreciated. Thanks Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 26, 2015 Share Posted November 26, 2015 Ok, I'll investigate that problem. For now you can add gpupatch in the list of libs: https://github.com/pixijs/pixi-spine/blob/gpupatch/gpupatch/SkinnedMeshPatch.js That thing uses special renderer for spine objects, and its more effective on meshes. Works only if you use WebGL UPD. no, this patch doesnt work with your demo. investigating. UPD2. found some problems in parsing that model Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 26, 2015 Share Posted November 26, 2015 Ok, solution: your goblin atlas uses old texturepacker format, which had size of texture as optional parameter. Now its required.goblins-mesh.pngformat: RGBA8888filter: Linear,Linearrepeat: none That's how its supposed to be:goblins-mesh.pngsize: 1024,128format: RGBA8888filter: Linear,Linearrepeat: noneAlso I encountered some problems in my gpupatch, i'll fix it soon. UPD. gpupatch is fixed. UPD 2. pixi-spine updated to v1.0.7 and now it tells in console about old texturepacker format, so other uses will just look in console and understand exactly what's going on. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 26, 2015 Share Posted November 26, 2015 Why didnt you just add an issue to pixi-spine github? You could have save that time you spent. Quote Link to comment Share on other sites More sharing options...
trevorh Posted November 27, 2015 Author Share Posted November 27, 2015 Thanks for the quick response! You are absolutely right, fixing the texture packer format resolves the issue. Why didnt you just add an issue to pixi-spine github? You could have save that time you spent. I wanted to make sure it was actually an issue and I wasn't being dumb Thanks again for the great support! Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted November 27, 2015 Share Posted November 27, 2015 Thanks for the quick response! You are absolutely right, fixing the texture packer format resolves the issue. I wanted to make sure it was actually an issue and I wasn't being dumb Thanks again for the great support! I suggest you to use my gpupatch if you will have more than 20 spine objects per frame. It will save a lot of CPU time. Quote Link to comment Share on other sites More sharing options...
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