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Please update spine runtimes to latest version #18328
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I've also tried to replace spine runtimes by myself, but I'm getting tons of linker errors:
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Use runtime provided by spine run time esoteric software.
On Wed, 27 Sep 2017 at 17:31, mk ***@***.***> wrote:
I've also tried to replace spine runtimes by myself, but I'm getting tons
of linker errors:
Undefined symbols for architecture armv7:
"_spPointAttachment_create", referenced from:
__spAtlasAttachmentLoader_createAttachment in libcocos2d iOS.a(AtlasAttachmentLoader.o)
"_spColor_setFromColor", referenced from:
__spColorTimeline_apply in libcocos2d iOS.a(Animation.o)
__spTwoColorTimeline_apply in libcocos2d iOS.a(Animation.o)
_spSlot_setToSetupPose in libcocos2d iOS.a(Slot.o)
"_spColor_addFloats", referenced from:
__spColorTimeline_apply in libcocos2d iOS.a(Animation.o)
__spTwoColorTimeline_apply in libcocos2d iOS.a(Animation.o)
"_spIntArray_setSize", referenced from:
__spTrackEntry_setTimelineData in libcocos2d iOS.a(AnimationState.o)
"_spUnsignedShortArray_create", referenced from:
spine::SkeletonBatch::SkeletonBatch() in libcocos2d iOS.a(SkeletonBatch.o)
"_spIntArray_dispose", referenced from:
__spAnimationState_disposeTrackEntry in libcocos2d iOS.a(AnimationState.o)
"_spUnsignedShortArray_ensureCapacity", referenced from:
spine::SkeletonBatch::allocateIndices(unsigned int) in libcocos2d iOS.a(SkeletonBatch.o)
"_spIntArray_create", referenced from:
__readVertices in libcocos2d iOS.a(SkeletonJson.o)
__spAnimationState_trackEntry in libcocos2d iOS.a(AnimationState.o)
"_spColor_create", referenced from:
_spSkeletonJson_readSkeletonData in libcocos2d iOS.a(SkeletonJson.o)
_spSkeletonBinary_readSkeletonData in libcocos2d iOS.a(SkeletonBinary.o)
_spSlot_create in libcocos2d iOS.a(Slot.o)
"spine::SkeletonTwoColorBatch::deallocateVertices(unsigned int)", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spFloatArray_create", referenced from:
__readVertices in libcocos2d iOS.a(SkeletonJson.o)
"spine::SkeletonTwoColorBatch::addCommand(cocos2d::Renderer*, float, unsigned int, cocos2d::GLProgramState*, cocos2d::BlendFunc, spine::TwoColorTriangles const&, cocos2d::Mat4 const&, unsigned int)", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spFloatArray_add", referenced from:
__readVertices in libcocos2d iOS.a(SkeletonJson.o)
"_spSkeletonClipping_clipTriangles", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"spine::SkeletonTwoColorBatch::allocateVertices(unsigned int)", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spIntArray_add", referenced from:
__readVertices in libcocos2d iOS.a(SkeletonJson.o)
"_spColor_setFromFloats", referenced from:
_spSkeletonJson_readSkeletonData in libcocos2d iOS.a(SkeletonJson.o)
__spColorTimeline_apply in libcocos2d iOS.a(Animation.o)
__spTwoColorTimeline_apply in libcocos2d iOS.a(Animation.o)
_spMeshAttachment_create in libcocos2d iOS.a(MeshAttachment.o)
_spRegionAttachment_create in libcocos2d iOS.a(RegionAttachment.o)
_spSkeletonBinary_readSkeletonData in libcocos2d iOS.a(SkeletonBinary.o)
_spSkeleton_create in libcocos2d iOS.a(Skeleton.o)
...
"_spSkeletonClipping_clipStart", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"spine::SkeletonTwoColorBatch::allocateIndices(unsigned int)", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spSkeletonClipping_clipEnd", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spClippingAttachment_create", referenced from:
__spAtlasAttachmentLoader_createAttachment in libcocos2d iOS.a(AtlasAttachmentLoader.o)
"_spSkeletonClipping_clipEnd2", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spSkeletonClipping_isClipping", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
"spine::SkeletonTwoColorBatch::getInstance()", referenced from:
spine::SkeletonRenderer::draw(cocos2d::Renderer*, cocos2d::Mat4 const&, unsigned int) in libcocos2d iOS.a(SkeletonRenderer.o)
spine::SkeletonRenderer::isTwoColorTint() in libcocos2d iOS.a(SkeletonRenderer.o)
spine::SkeletonRenderer::setTwoColorTint(bool) in libcocos2d iOS.a(SkeletonRenderer.o)
"_spSkeletonClipping_dispose", referenced from:
spine::SkeletonRenderer::~SkeletonRenderer() in libcocos2d iOS.a(SkeletonRenderer.o)
"_spUnsignedShortArray_dispose", referenced from:
spine::SkeletonBatch::~SkeletonBatch() in libcocos2d iOS.a(SkeletonBatch.o)
"_spSkeletonClipping_create", referenced from:
spine::SkeletonRenderer::initialize() in libcocos2d iOS.a(SkeletonRenderer.o)
ld: symbol(s) not found for architecture armv7
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Sohaib Hussain
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This is exactly what I'm using (and getting these linker errors). I've got them from here: Just copy-pasted files from: spine-c and spine-cocos2dx. |
I am using the same and it’s working fine. Double check if you missed
something.
On Wed, 27 Sep 2017 at 17:38, mk ***@***.***> wrote:
This is exactly what I'm using (and getting these linker errors).
I've got them from here:
http://esotericsoftware.com/spine-runtimes
Just copy-pasted files from: spine-c and spine-cocos2dx.
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Do check you are using branch 3.6 and latest version of spine editor.
On Wed, 27 Sep 2017 at 17:46, Sohaib Hussain <sohaib.hussain7@gmail.com>
wrote:
I am using the same and it’s working fine. Double check if you missed
something.
On Wed, 27 Sep 2017 at 17:38, mk ***@***.***> wrote:
> This is exactly what I'm using (and getting these linker errors).
>
> I've got them from here:
> http://esotericsoftware.com/spine-runtimes
>
> Just copy-pasted files from: spine-c and spine-cocos2dx.
>
> —
> You are receiving this because you commented.
>
>
> Reply to this email directly, view it on GitHub
> <#18328 (comment)>,
> or mute the thread
> <https://github.com/notifications/unsubscribe-auth/ACC8g42HYs8_c91DtpwEW4Mq5RNWh0mcks5smkHWgaJpZM4Plq1l>
> .
>
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Best Regards
Sohaib Hussain
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Best Regards
Sohaib Hussain
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Also clear you project and compile again.
Product press option clear build folder and than do normal clear and than
compile again.
On Wed, 27 Sep 2017 at 17:49, Sohaib Hussain <sohaib.hussain7@gmail.com>
wrote:
Do check you are using branch 3.6 and latest version of spine editor.
On Wed, 27 Sep 2017 at 17:46, Sohaib Hussain ***@***.***>
wrote:
> I am using the same and it’s working fine. Double check if you missed
> something.
>
> On Wed, 27 Sep 2017 at 17:38, mk ***@***.***> wrote:
>
>> This is exactly what I'm using (and getting these linker errors).
>>
>> I've got them from here:
>> http://esotericsoftware.com/spine-runtimes
>>
>> Just copy-pasted files from: spine-c and spine-cocos2dx.
>>
>> —
>> You are receiving this because you commented.
>>
>>
>> Reply to this email directly, view it on GitHub
>> <#18328 (comment)>,
>> or mute the thread
>> <https://github.com/notifications/unsubscribe-auth/ACC8g42HYs8_c91DtpwEW4Mq5RNWh0mcks5smkHWgaJpZM4Plq1l>
>> .
>>
> --
> Best Regards
> Sohaib Hussain
>
--
Best Regards
Sohaib Hussain
--
Best Regards
Sohaib Hussain
|
Ok, I found out the problem: I had to re-add (drag&drop) all spine files to Xcode. Some files were missing. BUT.. I've found an even more problematic issue. Now I have no problem with opening skeletons saved in the latest version, but I cannot open the old ones. And I have hundreds of these models in several games. There's no backward compatibility I see. Aaand I cannot re-save new ones with older version, because Spine says this is too old version. So the only option is to re-save hunders of old skeletons in the latest version. But there's again a problem: graphic designer said that some old models won't open anymore in the latest Spine. This is madness. |
More about this topic here: EsotericSoftware/spine-runtimes#1006 |
Can we update it with 3.16 @minggo ? Replacing spine files is easy, but you have also drag & drop files in xcode and modify jsb_cocos2dx_spine_manual.cpp (I don't need js so I just commented everything :D) |
To get this working on android you have to add: Array.c in cocos/editor-support/spine/Android.mk. |
fixed in #18427 |
Great, thanks a lot! |
Please read the commend in the PR, there is a bug of |
spine's author fixed the crash issue, and i applied it in 5a8803d |
After updating Spine to the latest version I'm no longer able to open skeletons.
Steps to Reproduce:
it crashes (EXC_BAD_ACCESS) on this line:
slotData->attachmentName = readString(input);
in SkeletonBinary.c.
https://imgur.com/a/7CwOR
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