Quote: "I was talking about proper layer/texture stage support for spriter or spine so we could access them with the texture sample in a shader, just like SetSpriteAdditionalImage."
As I said above there is no way to specifically set the image at any other texture stages on a skeleton in teir 1 in AGK. There's no way to set the shader used for drawing a skeleton either in teir 1.
Quote: "
I want it to work with Sprites ...with everything sprites offer to you in AppGameKit, including spine and spriter animations."
Unfortunately, Spine and spriter skeletons are not sprites in agk. They are "skeletons" and only accessible via the skeleton commands meaning no custom shaders and no setting of additional images. This is all possible in teir 2 as the internal sprites that make up the skeleton can be accessed directly so custom shaders and additional textures in other texture stages can be set.
Making the normal mapping shader is the easy bit.... actually applying it to a "skeleton" or setting additional images IS the hard bit as the commands are not there to do it on a skeleton in teir 1.
Maybe paul will add more commands but I dont see it being likely.
Like I said above, its possible to animate a character on 2d planes in 3d and then you have the commands to set shaders for object meshes well as setting additional images (normal maps) and shader constants in agk etc... So you can have a perfectly animated character with a normal map ....and lighting on your 2d character inside of agk in teir one. You can play animations too. You can render the 3d skeleton to a texture and apply that to sprite. I did that for a simple character and it worked but it was painful and having commands such as SetSkeletonShader() and SetSkeletonAdditionalImage() etc would be much much nicer.