Hi,
We are integrating the C++ spine libraries into our own game engine. We already have a texture packer which we need to keep using, so we were generating in-memory atlas files to tell Spine where the textures were in the map.
The problem I am currently having is that it would appear there is some sort or size issue with the sprites. We tell Spine exactly where the sprites are located, but they end up coming out slightly too big. I've noticed that on the examples which you include for download, you generate your sprites right up to the edge of the image. In light of this, I suspect your in-house texture packer in the Spine animation builder pads the sprites and then includes the padding as part of the sprite. Without this, you'd end up with a lot of visual artifacts in the render from other sprites running up against them.
My questions:
- Is my above assumption true?
- If so, could you share what the algorithm is that determines how much padding around each sprite is built in to the sprite itself? For instance, is always 2 pixels, or 2% of the image?
Thanks! We really want to get this looking 100% the same in our engine as our artist see it in the Spine builder, and without knowing how to pack it and reference it right, this is impossible. Thank you!