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[libgdx] SkeletonClipping, don't need local clippedUvs for single reference.

Nathan Sweet 1 年之前
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d794d2649c
共有 1 個文件被更改,包括 0 次插入2 次删除
  1. 0 2
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/utils/SkeletonClipping.java

+ 0 - 2
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/utils/SkeletonClipping.java

@@ -86,7 +86,6 @@ public class SkeletonClipping {
 
 	public void clipTriangles (float[] vertices, short[] triangles, int trianglesLength) {
 		FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
-		FloatArray clippedUvs = this.clippedUvs;
 		ShortArray clippedTriangles = this.clippedTriangles;
 		Object[] polygons = clippingPolygons.items;
 		int polygonsCount = clippingPolygons.size;
@@ -157,7 +156,6 @@ public class SkeletonClipping {
 		boolean twoColor) {
 
 		FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
-		FloatArray clippedUvs = this.clippedUvs;
 		ShortArray clippedTriangles = this.clippedTriangles;
 		Object[] polygons = clippingPolygons.items;
 		int polygonsCount = clippingPolygons.size;