Hi guys,
I've been toying around with my project to make it compatible with the Reach profile and one thing I've come up against is the error that XNA Reach doesn't support 32-bit indices.
The error is coming from the spine-csharp_xna MeshBatcher.FlushVertexArray method, although there may be more instances of it around. Reach profile doesn't seem to support 32-bit indices which are being passed into device.DrawUserIndexedPrimitives() and causing the error.
Personally all my characters are very simple meshes so I wouldn't imagine having Int16's instead of Int32's would be an issue, but I don't know enough about the inner-workings to say for sure.
I'm not fully committed to using the Reach profile, as so far I've built everything with Hi-Def in mind, but the thought of a wider audience and lower-spec hardware is appealing.
Can anyone pitch in with any info? Is HiDef profile a requirement or is Reach a possibility before I get stuck into it?