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disappearing frames caused by draw order
We have a strange bug going on:
This appears at some animations of our characters. I'll give you an example of the one character which makes it easy to reproduce. ( The animation-names (or charcterstates) can differ from character to character wich seem to have this problem - so it's not caused by the state - just to make this clear )
The caracter starts with an "idle" animation, he can walk, attack, etc. once he gets frozen by the player ("frozen" is an extra animation) and changes back from the "frozen" animation to the "idle" animation some sprites are gone/invissible.
We've found out that this seems to have to do with the draw order set at the "idle" animation.
When frozen, the draw order (of the slot containing the dissapearing sprite) is different and as well the "frozen" as the "idle" animations have keyframes for the draw order.
For testing I changed the draw order of the specific slot during the "idle" animarion an voila - the sprites were visible again.
Unfortunately the sprites disappear again when I delete my testkeys or delete all draworder keys and set a new key for the desired order.
btw: the draw order set at the "idle" animation is the default order from the setup (don't know if this helps).
We use the latest version of spine (2.0.23) and the latest version of the cocos 2d 2 runtime.
I also opened the json with your SkeletonViewer and everything looked fine. So maybe the problem is to find within the cocos runtime (as your skeletonviewer is libgdx I think)?
Any idea?
Sorry for doubleposting but this one really makes us nervous as the releasedate is very close.
Hey!
We do have this same problem so please let me know if You find the way to resolve the thing. We also use cocos, so a cocos related answer would be also great!
I will also let you know if we figured out things.
So far, random duplicates of an image on different bones disappeared for no reason (identical peaces of one arm). There must be some very complex relationships going on as changing parameters of bones of the face (no parent bone were changed) solved the thing. I only fixed bones that were mirrored by scale set to negative (1 to -1). As soon as no negative business was going on things started to work. I do not understand a thing from this whole phenomenon but I am glad it works ok now for that part. Anyway we still have some other things that disappear..
Sorry for the delay. Can you make a simple test, similar to the spineboy or other examples, that shows the problem? You can email to: contact@esotericsoftware.com
Just sent you a package with the character mentioned above.
Thank you for having a look
Got it, thanks. I used your export in the out folder and I don't see an issue in cocos2d-x. I'll email you a screen cap and source code.
Ah, I double checked and see you are using cocos2d, not cocos2d-x. /facepalm Well, both use spine-c, so the draw order loading and applying is the same.
What exactly is the problem? Can you show a screenshot (email is fine)? Do you see the problem if you modify the RaptorExample, as in the cocos2d-x code I sent you?
Thank you for your mail, Nate. :yes: I forwarded it to our coders. As our project is in the final phase before release there are a lot of gamebugs they have to take care of. :S
It seems as if we will stay with our workarround untill realease. After that the coders will have time to have a look at your example and test out a littlebit more. This means it might take a while untill I can give you more feedback.
At least I can/will send you screenshots of this bug by mail.