diff --git a/spine-cocos2dx/example/Classes/BatchingExample.cpp b/spine-cocos2dx/example/Classes/BatchingExample.cpp index f6ce87198..05842e2bf 100644 --- a/spine-cocos2dx/example/Classes/BatchingExample.cpp +++ b/spine-cocos2dx/example/Classes/BatchingExample.cpp @@ -53,7 +53,7 @@ bool BatchingExample::init () { // Load the skeleton data. spSkeletonJson* json = spSkeletonJson_createWithLoader(_attachmentLoader); - json->scale = 0.6f; // Resizes skeleton data to 60% of the size it was in Spine. + json->scale = 0.1f; // Resizes skeleton data to 60% of the size it was in Spine. _skeletonData = spSkeletonJson_readSkeletonDataFile(json, "spineboy.json"); CCASSERT(_skeletonData, json->error ? json->error : "Error reading skeleton data file."); spSkeletonJson_dispose(json); @@ -65,7 +65,7 @@ bool BatchingExample::init () { int xMin = _contentSize.width * 0.10f, xMax = _contentSize.width * 0.90f; int yMin = 0, yMax = _contentSize.height * 0.7f; - for (int i = 0; i < 5000; i++) { + for (int i = 0; i < 500; i++) { // Each skeleton node shares the same atlas, skeleton data, and mix times. SkeletonAnimation* skeletonNode = SkeletonAnimation::createWithData(_skeletonData, false); skeletonNode->setAnimationStateData(_stateData); diff --git a/spine-cocos2dx/src/spine/SkeletonRenderer.cpp b/spine-cocos2dx/src/spine/SkeletonRenderer.cpp index 5f32f6ea3..65c0a6f6e 100644 --- a/spine-cocos2dx/src/spine/SkeletonRenderer.cpp +++ b/spine-cocos2dx/src/spine/SkeletonRenderer.cpp @@ -216,7 +216,7 @@ void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, uint32_t triangles.verts = batch->allocateVertices(attachmentVertices->_triangles->vertCount); triangles.vertCount = attachmentVertices->_triangles->vertCount; memcpy(triangles.verts, attachmentVertices->_triangles->verts, sizeof(cocos2d::V3F_C4B_T2F) * attachmentVertices->_triangles->vertCount); - spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount, (float*)triangles.verts, 0, 6); + spVertexAttachment_computeWorldVertices(SUPER(attachment), slot, 0, triangles.vertCount * sizeof(cocos2d::V3F_C4B_T2F) / 4, (float*)triangles.verts, 0, 6); color.r = attachment->color.r; color.g = attachment->color.g; color.b = attachment->color.b;