void CreateGeom()
        {
            geoBatch = new CCGeometryNode();
            AddChild(geoBatch);
            var visibleRect = VisibleBoundsWorldspace;

            var item = geoBatch.CreateGeometryInstance(3, 3);

            var vertices = item.GeometryPacket.Vertices;

            var windowSize = VisibleBoundsWorldspace.Size;
            var packet = item.GeometryPacket;

            packet.Texture = texture;
            item.GeometryPacket = packet;
            // Draw polygons

            vertices[0].Colors = CCColor4B.White;
            vertices[1].Colors = CCColor4B.White;
            vertices[2].Colors = CCColor4B.White;

            // Texture coordinates use a normalzed value 0 to 1
            vertices[0].TexCoords.U = 0;
            vertices[0].TexCoords.V = 0;

            vertices[1].TexCoords.U = 1;
            vertices[1].TexCoords.V = 0;

            vertices[2].TexCoords.U = 1;
            vertices[2].TexCoords.V = 1;

            vertices[0].Vertices.X = 0;
            vertices[0].Vertices.Y = 0;

            vertices[1].Vertices.X = texture.PixelsWide;
            vertices[1].Vertices.Y = 0;

            vertices[2].Vertices.X = texture.PixelsWide;
            vertices[2].Vertices.Y = texture.PixelsHigh;

            item.GeometryPacket.Indicies = new int[] { 2, 1, 0 };

            var rotation = CCAffineTransform.Identity;
            rotation.Rotation = (float)Math.PI / 4.0f;
            rotation.Tx = windowSize.Center.X - texture.PixelsWide / 2;
            rotation.Ty = windowSize.Center.Y - texture.PixelsHigh / 2;

            item.InstanceAttributes.AdditionalTransform = rotation;
        }
        public void Initialize()
        {
            atlas = null;
            DebugSlots = false;
            DebugBones = false;
            PremultipliedAlpha = false;
            ImagesDirectory = string.Empty;
            DebugSlotColor = CCColor4B.Magenta;
            DebugBoneColor = CCColor4B.Blue;
            DebugJointColor = CCColor4B.Red;
            skeletonGeometry = new CCGeometryNode ();
            OpacityModifyRGB = true;
            
            AddChild(skeletonGeometry);
            AddChild(debugger);

            Schedule();
        }