I have a library I've written which handles 2d scene graph rendering, audio, networking, and runs on Windows, OSX, Linux, and iOS. My library name is MutedVision (MV), it is a modern C++ game library (using C++11 and 14 features which are limited by the latest version of Visual Studio's compiler.)
I may have a few questions to ask as I implement and work with spine. So far I've got two issues, one of which I believe I just need to sort out on my own, and the other which is a small but important issue.
1) Textures aren't binding. This is more library specific. I can trace the code it seems like my texture object is indeed being loaded, but regardless I'll deal with this. Right now I'm just getting white boxes.
2) Spine loads the skeleton and renders him correctly (as far as I can tell, the white boxes are in a good configuration matching the example in the editor), but upside-down. Is there a flag I need to supply or something I need to do in order to make him render with X, Y (0, 0) in the top left corner? I can always correct this manually in engine during rendering, but I'd like to know if spine supports something before doing that.
//Example of loading him up just for fun:
auto spineGuy = scene->make<MV::Scene::Spine>("spineGuy", "Assets/Spine/Example/spineboy.json", "Assets/Spine/Example/spineboy.atlas")->position({200.0f, 200.0f})->scale(.5f);