From 017d224cb68c073f4713120813779349bd4595ad Mon Sep 17 00:00:00 2001 From: John Date: Mon, 4 Sep 2017 22:47:03 +0800 Subject: [PATCH] [unity] Handle empty slots after separators. --- spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index 16060da32..960abc265 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -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;