Lazrhog

- 25 de Ene de 2021
- Se unió 1 de Mar de 2013
@authbattkledamage, aye, sorry about the delay. I've been stuck getting the core of the editor to be stable on Mac. Recent changes to Apple supporting Java in the latest OS versions broke things in the low level OpenGL lib I was using. Have now wrapped GLFW and have that working nicely on Mac, however it doesn't play well with AWT on Linux. Once I figure that out I'll release an update with the new backend and hopefully things will stabilize and I can move on to working on runtimes. I hate this quagmire I'm stuck in.
@Lazrhog, I don't know that a rewrite of spine-cpp will result in more speed, certainly not drawing speed since it doesn't actually draw anything. spine-cpp doesn't enforce any workflow, it just provides the basics for loading the data into an object model and applying animations to those objects. You are left to do the drawing on your own, but it provides the transformed image vertices so this should be quite easy with OpenGL. See the spine-sfml example for how drawing can be done. You just need to extend a few classes in spine-cpp. You could then hide all the spine-cpp stuff behind your own API.
I honestly don't mind if you'd rather write your own runtime, I just wanted to make it clear that the idea behind spine-cpp is that it is easily reused so people don't have to struggle with loading data and getting the transforms exactly correct.