1
SFML projects / Re: Spine: 2D skeletal animation for games
« on: June 09, 2013, 02:09:43 am »
Hey I'm just starting to include spine in my project, and I'm having what seems to be a pretty basic issue. This is my first time using git so it could be chalked up to that. I cloned the repositories from git, but the spine-sfml.cpp calls this include:
#include <spine/extension.h>
which isn't under the sfml runtime folder. Should I use the includes under spine-c instead? I tried doing this and it gave me a bunch of errors, although that could have been something with Xcode.
Edit: Ok, so I did get it to run at the least(by adding the .c and .h files from spine-c). Now however, I get this error:
Thread 1: EXC_BAD_ACCESS(code=1, address 0x38)
On this line:
Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* animationName) {
int i;
for (i = 0; i < self->animationCount; ++i)
if (strcmp(self->animations->name, animationName) == 0) return self->animations;
return 0;
}
I believe this is something to do with the pointer getting released before it is called, is that correct?
#include <spine/extension.h>
which isn't under the sfml runtime folder. Should I use the includes under spine-c instead? I tried doing this and it gave me a bunch of errors, although that could have been something with Xcode.
Edit: Ok, so I did get it to run at the least(by adding the .c and .h files from spine-c). Now however, I get this error:
Thread 1: EXC_BAD_ACCESS(code=1, address 0x38)
On this line:
Animation* SkeletonData_findAnimation (const SkeletonData* self, const char* animationName) {
int i;
for (i = 0; i < self->animationCount; ++i)
if (strcmp(self->animations->name, animationName) == 0) return self->animations;
return 0;
}
I believe this is something to do with the pointer getting released before it is called, is that correct?