|
@@ -89,7 +89,7 @@ namespace Spine {
|
|
clippedVertices.Clear();
|
|
clippedVertices.Clear();
|
|
clippedUVs.Clear();
|
|
clippedUVs.Clear();
|
|
clippedTriangles.Clear();
|
|
clippedTriangles.Clear();
|
|
- outer:
|
|
|
|
|
|
+ //outer: // libgdx
|
|
for (int i = 0; i < trianglesLength; i += 3) {
|
|
for (int i = 0; i < trianglesLength; i += 3) {
|
|
int vertexOffset = triangles[i] << 1;
|
|
int vertexOffset = triangles[i] << 1;
|
|
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
|
|
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
|
|
@@ -138,7 +138,6 @@ namespace Spine {
|
|
s += 3;
|
|
s += 3;
|
|
}
|
|
}
|
|
index += clipOutputCount + 1;
|
|
index += clipOutputCount + 1;
|
|
-
|
|
|
|
}
|
|
}
|
|
else {
|
|
else {
|
|
float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
|
|
float[] clippedVerticesItems = clippedVertices.Resize(s + 3 * 2).Items;
|
|
@@ -163,10 +162,11 @@ namespace Spine {
|
|
clippedTrianglesItems[s + 1] = index + 1;
|
|
clippedTrianglesItems[s + 1] = index + 1;
|
|
clippedTrianglesItems[s + 2] = index + 2;
|
|
clippedTrianglesItems[s + 2] = index + 2;
|
|
index += 3;
|
|
index += 3;
|
|
- goto outer;
|
|
|
|
|
|
+ break; //continue outer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
+
|
|
}
|
|
}
|
|
|
|
|
|
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|
|
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|