gyzbean

I don't see any particular issue, apart from the fact that you removed "Strip Whitespace X/Y."
How many atlas pages does this configuration export?

  • gyzbean đã trả lời bài viết này.
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    Davide 只有一个图集页面(尺寸小于2048*2048),我正在试着逐级排除问题的源头。我又使用texturePacker工具将spine中使用的散图导出为spine格式的图集给godot,但依然没能合批。或许问题的源头不在spine导出的设置上,而在于godot中。我在godot中尝试使用相同的材质(如shaderMaterial、CanvasItemMaterial)给spine但都无法合批。我尝试询问了AI但没能找到AI所说的一些选项。
    如果没有能解决godot合批spine的方法,或许godot用户就要被迫使用godot自带的骨骼动画工具了,这对spine工具的忠实用户以及spine官方都是一个损失,希望在此问题上能得到官方工程师的协助。

    We cannot help you if you don't send us a minimal reproduction project of your issue, as I said above.
    Many users use spine-godot without any issue with draw calls.

    • gyzbean đã trả lời bài viết này.

      Davide 我准备好了工程文件,我应该发送到哪里呢,可以给我一个邮件地址吗。非常感谢

      • Đã chỉnh sửa

      Harald I have sent the email from <gyzbean @ 126.com>
      hope to get a quick solution
      thank you very much

      Harald My email has been returned, and I am unable to send files in compressed formats such as zip or rar. I'll try another method and send the email later

      @gyzbean You can upload your project at some filehosting service and share a link if file size is too big.

      • gyzbean đã trả lời bài viết này.

        gyzbean

        Thanks for sending us the project. We'll analyze the issue as soon as we can, probably next week.

        • gyzbean đã trả lời bài viết này.

          Davide 好的,非常感谢。有结果了请通知我

          10 ngày sau

          This is a limitation of Godot. They currently do not implement batching for 2D triangle meshes.

          orgs/godotengineprojects/33?pane=issue&itemId=20224421

          We've worked around this as best as possible, by using meshes explicitely:
          EsotericSoftware/spine-runtimesblob/4.2/spine-godot/spine_godot/SpineSprite.cpp#L173

          However, that does not help with draw calls. It does improve performance compared to canvas_item_add_triangle_array though.

          Note however, that Godot 4+ uses Vulkan as the default renderer. Batching is much less impactful there, which is one of the reasons it hasn't been implemented by Godot yet.