|
@@ -107,8 +107,8 @@ namespace Spine.Unity {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
- const float BoundsMinDefault = float.MaxValue;
|
|
|
|
- const float BoundsMaxDefault = float.MinValue;
|
|
|
|
|
|
+ const float BoundsMinDefault = float.PositiveInfinity;
|
|
|
|
+ const float BoundsMaxDefault = float.NegativeInfinity;
|
|
|
|
|
|
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
|
|
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
|
|
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
|
|
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
|
|
@@ -940,7 +940,7 @@ namespace Spine.Unity {
|
|
mesh.uv = ubi;
|
|
mesh.uv = ubi;
|
|
mesh.colors32 = cbi;
|
|
mesh.colors32 = cbi;
|
|
|
|
|
|
- if (meshBoundsMin.x == BoundsMinDefault) {
|
|
|
|
|
|
+ if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
|
|
mesh.bounds = new Bounds();
|
|
mesh.bounds = new Bounds();
|
|
} else {
|
|
} else {
|
|
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
|
|
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
|