Can We Apply AutoPolygon or PolygonSprite to Spine Animations in Cocos2d-x 3.17?

16 Views Asked by At

Hello cocos2d Community,

I am currently working on a project using Cocos2d-x 3.17 and Spine for 2D animations. I am trying to optimize the performance and memory usage of my Spine animations. I know that Cocos2d-x provides the AutoPolygon feature to automatically create polygon sprites which can help in reducing unnecessary pixel rendering, especially for irregular shaped sprites.

However, I am unsure how to apply this AutoPolygon feature (or PolygonSprite) to Spine animations or Spine-generated images. As Spine animations consist of multiple parts and are controlled by a skeleton structure, it's not clear to me whether the AutoPolygon feature can be used in this context.

Here are my specific questions:

  1. Is it possible to apply AutoPolygon or PolygonSprite to Spine animations in Cocos2d-x? If so, how can it be implemented effectively considering the dynamic nature of Spine animations?
  2. Are there any examples or best practices for optimizing Spine animations with AutoPolygon or similar techniques in Cocos2d-x?
  3. Would applying AutoPolygon to each frame of a Spine animation be a viable solution, or would it lead to performance issues due to the overhead of processing each frame separately?

Any insights, code examples, or guidance on this matter would be greatly appreciated. Optimizing Spine animations for better performance and memory efficiency is a key goal for my project.

Thank you in advance for your help!

0

There are 0 best solutions below