I did as you told. But still MeshAttachement is not drawn while others are. I suppose something is wrong in my code in general. I mean maybe openGL config is wrong or something on low level blocks PolygonSpriteBatch. Here is what I have now:
We are also using screen transitions like was suggested in Learning Libgdx Game Development where we use SpriteBatch.
http://goo.gl/umKAaE
public SimpleStage(float width, float height, boolean keepAspectRatio, Screen scr) {
super(width, height, keepAspectRatio, new PolygonSpriteBatch());
Gdx.input.setInputProcessor(this);
}
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.useAccelerometer = false;
config.useCompass = false;
config.useWakelock = true;
public ItemSpineAnimatedActor() {
json = new SkeletonJson(VikingGame.$().itemAtlas);
SkeletonData skeletonData = GameScreen.roInstance.getSkeletonData();
AnimationStateData stateData = new AnimationStateData(skeletonData);
renderer = new SkeletonRenderer();
skeleton = new Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton = new Skeleton(skeleton);
skeleton.updateWorldTransform();
state = new AnimationState(stateData);
skeleton.setSkin("1");
skeleton.setSlotsToSetupPose();
state.setAnimation(0, ANIM_DEFAULT, true);
}
public void draw(Batch batch, float parentAlpha) {
float delta = Math.min(Gdx.graphics.getDeltaTime(), 0.032f);
skeleton.update(delta);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.draw(batch, skeleton);
}