|
@@ -502,16 +502,16 @@ namespace Spine.Unity {
|
|
|
} else {
|
|
|
var mesh = attachment as MeshAttachment;
|
|
|
if (mesh != null) {
|
|
|
- int meshVertexCount = mesh.worldVerticesLength;
|
|
|
- if (workingVerts.Length < meshVertexCount) {
|
|
|
- workingVerts = new float[meshVertexCount];
|
|
|
+ int meshVerticesLength = mesh.worldVerticesLength;
|
|
|
+ if (workingVerts.Length < meshVerticesLength) {
|
|
|
+ workingVerts = new float[meshVerticesLength];
|
|
|
this.tempVerts = workingVerts;
|
|
|
}
|
|
|
- mesh.ComputeWorldVertices(slot, 0, meshVertexCount, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
+ mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
|
|
|
uvs = mesh.uvs;
|
|
|
attachmentTriangleIndices = mesh.triangles;
|
|
|
c.r = mesh.r; c.g = mesh.g; c.b = mesh.b; c.a = mesh.a;
|
|
|
- attachmentVertexCount = meshVertexCount >> 1; // meshVertexCount / 2;
|
|
|
+ attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
|
|
|
attachmentIndexCount = mesh.triangles.Length;
|
|
|
} else {
|
|
|
if (useClipping) {
|