I'm wondering where is wrong, this is my code:
float fX,fY,fAngle,scaleX,scaleY;
for (int i = 0; i < skeleton->slotCount; ++i) {
Slot* slot = skeleton->slots[i];
if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
RegionAttachment* attachment = (RegionAttachment*)slot->attachment;
float m00 = slot->bone->m00;
float m01 = slot->bone->m01;
float m11 = slot->bone->m11;
float m10 = slot->bone->m10;
float x = slot->bone->worldX;
float y = slot->bone->worldY;
fX = x + attachment->x * m00 + attachment->y*m01;
fY = y + attachment->x * m10 + attachment->y*m11;
fAngle = (slot->bone->worldRotation + attachment->rotation);
scaleX = slot->bone->worldScaleX + attachment->scaleX -1;
scaleY = slot->bone->worldScaleY + attachment->scaleY -1;
sp[i].SetSize(attachment->width, attachment->height);
sp[i].SetPosition(fX+500, fY+400);
sp[i].SetAngle(fAngle);
sp[i].SetScale(scaleX, scaleY);
}