- Editado
Please Check this video. (spine on cocos2d-x)
Dear spine.
Please check this youtube video. (spine on cocos2d-x2.1.4)
http://www.youtube.com/watch?v=CDlhDDN-fkc
iOS : Good working!
Android : OMG!
Have you a any plan to fix this bug?
No idea what the bug could be. Maybe your resources are messed up somehow? It's the same Spine code that runs in both places.
I find a reason.
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
CCSize designSize = CCSizeMake(480, 320);
std::vector<std::string> searchPaths;
if (screenSize.height > 320)
{
searchPaths.push_back("hd");
searchPaths.push_back("sd");
pDirector->setContentScaleFactor(640.0f/designSize.height);
}
else
{
searchPaths.push_back("sd");
pDirector->setContentScaleFactor(320.0f/designSize.height);
}
CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll);
After setContentScaleFactor function call.. It make a this bug.
It isn't clear to me what the bug was. Did you figure out a fix for your problem? If not, maybe you want to use scaling at JSON load time:
http://esotericsoftware.com/spine-using ... s/#scaling
His problem is he's messing around with different resolution source assets... don't think spine is the problem.
I've seen that problem when loading the wrong sprite sheet and atlas combo. All the coordinates are wrong, thus the problem.