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@@ -293,7 +293,7 @@ void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) {
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// cocos2dx doesn't handle batching for us, so we'll just force a single texture per skeleton.
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// cocos2dx doesn't handle batching for us, so we'll just force a single texture per skeleton.
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skeleton->node->textureAtlas = self->textureAtlas;
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skeleton->node->textureAtlas = self->textureAtlas;
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- if (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) {
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+ while (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) {
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if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return;
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if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return;
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}
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}
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self->textureAtlas->updateQuad(quad, skeleton->node->quadCount++);
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self->textureAtlas->updateQuad(quad, skeleton->node->quadCount++);
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