hi, I've been getting along with the spine repacking feature for equipping/unequipping stuff - it's a pretty cool system that i've almost got working perfectly.
I noticed that this feature is not well suited for mobile, though - the repacking feature allocates tons of textures (even with caching), so I've been trying to eliminate these things by rewriting parts of the library to re-use textures, etc.
The last problem I've ran into is PMA related issues when we call Spine.Attachment.GetRemappedClone(sprite, sourceMaterial). I really want to avoid having this method create a new texture with PMA, so what can I do to avoid the types of issues outlined in this guide (Premultiplied Alpha Guide) ?
The sprites i'm currently passing in are "Straight Alpha", but I've tried redoing the sprites to have PMA, and I've tried all the different included spine shaders, but I haven't unlocked the secret combo. Maybe there's a secret sauce here?
I think the last ditch effort would be to just precalculate the PMA for a sprite and save that data to a text file/byte array. then read that at runtime (instead of the sprite). i'm not sure how well that would work across various platforms.