• Bugs
  • Holes appearing in mesh, bad triangulation?

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Hey guys, I seem to be having issues when making a 'New' mesh from an asset atlas.

When I start creating 'New' meshes around the assets from an Atlas, holes will start appearing when vertices come in close proximity of each other.

Below I have a test image showing what I mean.
I'm using a 4096x4096 Atlas to grab my 512x512 assets from (excuse the dummy assets). I was wondering if there are any size restrictions to external files that make Meshing trickier in spine or if there is anything that I'm missing when making a 'New' mesh.

It might also be worth mentioning that I had tried this atlas approach once before what I'm showing you now and that seemed to work fine. That was however, on an atlas that wasn't a power of 2 nor were my assets of a consistent file dimension.
It also seemed to work fine when I was just bringing in individual assets as opposed to a premade atlas, but for the project I'm working on I need power of 2 Atlases.

Thanks in advance 🙂

Can you send a project and images I can use to reproduce the problem? contact@esotericsoftware.com A project with the problem already would be ok, but ideally you can give steps so I can create a new mesh and see the issue from scratch myself.

Yep, will set that up for you now. Thank you Nate 🙂

out of interest, Why are you using an atlas then cropping the rest of it out, rather than separate images and let spine pack them into an atlas for you when you export?

Hey BinaryCats, So, there are two main reasons for why I have gone down this route, one being this:
I have found it to be a cleaner way of working in Spine with regards to managing my assets. It keeps the Image slots separate from the bones which helps with navigating between images and bones in the Tree menu 🙂

And then the other reason being that the final assets used in-game use multiple atlases for various aspects of the same character. This includes lighting and rim atlases to name a few. By creating the atlases before bringing the images into Spine, we can ensure that we're able replace various atlases for the same animation/skeleton without having to bring all images into Spine and generating different types of atlases in Spine. It helps with our art asset pipeline and is purely for convenience reasons 🙂


Nate, just a heads up that I have sent you the files to the supplied email address 🙂 Thanks