[unity] Handle empty slots after separators.

This commit is contained in:
John 2017-09-04 22:47:03 +08:00 committed by GitHub
parent cfd2abf55c
commit 017d224cb6

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@ -265,7 +265,7 @@ namespace Spine.Unity {
bool hasSeparators = separatorCount > 0;
int clippingAttachmentSource = -1;
int lastPreActiveClipping = -1;
int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
SlotData clippingEndSlot = null;
int submeshIndex = 0;
var drawOrderItems = drawOrder.Items;
@ -327,7 +327,7 @@ namespace Spine.Unity {
}
if (noRender) {
if (current.forceSeparate && generateMeshOverride && current.rawVertexCount > 0) {
if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
{ // Add
current.endSlot = i;
current.preActiveClippingSlotSource = lastPreActiveClipping;