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The video card is a very important piece of a Spine runtimes. It matters how the animation is set up, the type of animation made, and how the animation is rendered. This video card settings are very specific to the type of graphics card. So if your video card doesnt support a feature, try another one. It might be a known issue, but see if its reported or if its a common problem. You need to know which graphics card you want to work on, or you can test it yourself with a simlpe test. Just create an empty scene and make sure that you can render it correctly. Set your desired animation parameters and try to render the animation and see if it renders correctly.

These settings can also be found at the animation settings page. If you don’t want to worry about how your engine will render the animation, then let Spine do the work for you. It will create the texture (hopefully) and set up the rendering pipeline.

Spine Runtimes are shader based. This means they require access to the graphics card to render. The file formats used by Spine are all texture based. It can work with any video card that supports OpenGL.

Corgi Engine’s purpose is to make it as easy as possible to create powerful 2D animations. We provide a lot of ways to achieve the desired look of your game, and we’ll continue to keep doing so. We will support all the assets that we distribute with Spine. Today, it includes animation wheels, spritesheets, 3D assets, and particles.

But these assets are just the beginning. At some point, we’ll come up with a new feature or component, or expand upon what we already have. If you or someone in your team wants to make the next great Spine component, you can fork Corgi Engine and make it part of your own Spine project. In fact, we encourage you to fork the repository, and add new features, support for new platforms, or even provide completely new assets.

Rendering is done inside GLSL and its not a shader problem, every single frame rendered is a’skinned’ vertex shader. Internally, Spine also uses the OpenGL extension GL_ARB_multitexture. When you render each frame, the rendering model lets you choose which texture image (or images) to use. If multiple texture images are set up for a key frame, then the blending of those images is set in animation. This means you can set up the shader to use a texture for your animations frame by frame. This is different to the other animation modes that only set up the texture once for the whole animation but in many ways its still the same as any other animation framework.
Spine Runtimes are shader based and are used to display the animation. This means they require access to the graphics card to render. A lot of work has gone into making Spine run on a wide range of graphics card. They generally use the concepts of graphics API and by that we mean that they are hardware rendering. This means that a number of problems can occur for example:
Spine Runtimes can start up and use OpenGL for 2D or 3D rendering. When Spine first starts up, it tries to detect which graphics are available. This is done with standard OpenGL calls but if it cant tell what GPU is attached, it defaults to 3D rendering.
When 2D rendering is used, it can work with a number of graphics cards, including hardware acceleration. For example, if your GPU doesn’t support hardware rendering, we’ll fall back to software rendering. Unfortunately this means that the results can be a little bad. If your device doesn’t support a necessary extension, then it might give an error or just produce an unusable animation.