the second triangle should be 0,2,3 because the vertices are passed in clockwise order
the second triangle should be 0,2,3 because the vertices are passed in clockwise order
Thanks Dan! =)
Ohh yes! It is working now! =)
Code:var pv: PSpineVertexArray absolute Vertices; vert, text: array of zglTPoint2D; begin //Vertices SetLength(vert, 6); // first triangle vert[0].x := pv^[0].x; vert[0].y := pv^[0].y; vert[1].x := pv^[1].x; vert[1].y := pv^[1].y; vert[2].x := pv^[2].x; vert[2].y := pv^[2].y; // second triangle vert[3].x := pv^[0].x; vert[3].y := pv^[0].y; vert[4].x := pv^[2].x; vert[4].y := pv^[2].y; vert[5].x := pv^[3].x; vert[5].y := pv^[3].y; //Texture SetLength(text, 6); // first triangle text[0].x := pv^[0].u; text[0].y := 1-pv^[0].v; text[1].x := pv^[1].u; text[1].y := 1-pv^[1].v; text[2].x := pv^[2].u; text[2].y :=1- pv^[2].v; // second triangle text[3].x := pv^[0].u; text[3].y := 1-pv^[0].v; text[4].x := pv^[2].u; text[4].y := 1-pv^[2].v; text[5].x := pv^[3].u; text[5].y := 1-pv^[3].v; pr2d_TriList(nil, @vert[0], @text[0], 0, length(vert) - 1, $FFFFFF, 255, FX_BLEND); pr2d_TriList(TG2SpineTexture(Texture).Texture, @vert[0], @text[0], 0, length(vert) - 1, $FFFFFF, 255, FX_BLEND or PR2D_FILL);
Cezar Wagenheimer from Green Sauce Games
Programmer of Druids - Battle of Magic, Abra Academy, Abra Academy - Returning Cast, Rabbit Jump, Dreams of a Geisha and Heroes from the Past: Joan of Arc
Wagenheimer's Game Development Blog
alright I have ported the runtime to smart mobile studio: http://gen2gdk.com/g2mp/spine/
enjoy=)
I have fixed all the delphi incompatibilities. the download link is still the same.
Hi guys, Sorry for digging up this old thread.
I am developing the tool Sprite DLight (in Lazarus), which generates normal maps for sprites automatically. This allows for pretty awesome dynamic lighting effects in 2D games and is even more awesome in combination with skeletal animation.
There are some challenges when using Spine and Sprite DLight together, like rough joints and the need to recalculate the normals according to the bone rotation.
I was excited to find out there was a Spine Runtime for Pascal and I am hoping to solve some of these with it, however all the old download links here and in the Spine Forum are dead and I can't seem to get in contact with Dan.
So Dan, if you are around, or if anybody still has the old files somewhere, I would greatly appreciate them being made available for download again.
What a nice tool, Dee. I hope you find the code you need.
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