I’m having a Sprite3d rendering issue on Nexus 7 (1st gen) on Lollipop. The model is a single mesh with 11 bones.
It seems that the order some triangles are drawn is affecting the final result. Maybe a z-buffer issue?
No problems on Win32 and Moto G. Animations seem to be working correctly.
The problem seems to be that inside the cocos2dEGLConfigChooser class, the suggested OpenGL config is failing and instead OpenGL is initialized with a much more basic config that has the depth buffer set to 0 bits! The issue on the Nexus 7 is with the stencil buffer depth, which I do not need; I will set that to 0 bits instead.
Seems that Tegra 3 devices have a 16-bit depth buffer, so the default configuration will always fail.