This is indeed super weird. Can you share a full project I can try to run locally? Did you write your own renderer or are you using some Spine raylib integration from a 3rd party?
spine-cpp is heavily used by many people and companies. I can tentatively rule out, that something is broken in spine-cpp. The code is pretty similar to what we have in e.g. the spine-glfw example.
int main() {
// Initialize GLFW and glbinding
GLFWwindow *window = init_glfw();
if (!window) return -1;
// We use a y-down coordinate system, see renderer_set_viewport_size()
Bone::setYDown(true);
// Load the atlas and the skeleton data
GlTextureLoader textureLoader;
Atlas *atlas = new Atlas("data/spineboy-pma.atlas", &textureLoader);
SkeletonBinary binary(atlas);
SkeletonData *skeletonData = binary.readSkeletonDataFile("data/spineboy-pro.skel");
// Create a skeleton from the data, set the skeleton's position to the bottom center of
// the screen and scale it to make it smaller.
Skeleton skeleton(skeletonData);
skeleton.setPosition(width / 2, height - 100);
skeleton.setScaleX(0.3);
skeleton.setScaleY(0.3);
// Create an AnimationState to drive animations on the skeleton. Set the "portal" animation
// on track with index 0.
AnimationStateData animationStateData(skeletonData);
AnimationState animationState(&animationStateData);
animationState.setAnimation(0, "walk", true);
// Create the renderer and set the viewport size to match the window size. This sets up a
// pixel perfect orthogonal projection for 2D rendering.
renderer_t *renderer = renderer_create();
renderer_set_viewport_size(renderer, width, height);
// Rendering loop
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
// Calculate the delta time in seconds
double currTime = glfwGetTime();
float delta = currTime - lastTime;
lastTime = currTime;
// Update and apply the animation state to the skeleton
animationState.update(delta);
animationState.apply(skeleton);
// Update the skeleton time (used for physics)
skeleton.update(delta);
// Calculate the new pose
skeleton.updateWorldTransform(spine::Physics_Update);
// Clear the screen
gl::glClear(gl::GL_COLOR_BUFFER_BIT);
// Render the skeleton in its current pose
renderer_draw(renderer, &skeleton, true);
// Present the rendering results and poll for events
glfwSwapBuffers(window);
glfwPollEvents();
}
// Dispose everything
renderer_dispose(renderer);
delete skeletonData;
delete atlas;
// Kill the window and GLFW
glfwTerminate();
return 0;
}
Which also uses the Spineboy skeleton.
Just for fun, I went through all scale combinations.
scaleX(0.3), scaleY(0.3)
scaleX(-0.3), scaleY(0.3)
scaleX(-0.3), scaleY(-0.3)
scaleX(0.3), scaleY(-0.3)
Note that for the last 2 variations, I had to set the skeleton's y position to be higher, otherwise the skeleton would go outside the screen at the bottom. Maybe that's what's happening for you as well? Doesn't explain the NaN uv coordinates though.