From 0fa7633ad149fddfc021621eb17f68b4a414eb49 Mon Sep 17 00:00:00 2001 From: pharan Date: Thu, 18 Oct 2018 21:14:54 +0800 Subject: [PATCH] [unity] Fix MeshGenerator unnecessarily disposing buffer objects. --- .../Assets/spine-unity/Mesh Generation/SpineMesh.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index 559c25f66..fdf7ef9d9 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -455,10 +455,10 @@ namespace Spine.Unity { public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) { var settings = this.settings; - if (submeshes.Items.Length - 1 < submeshIndex) { - submeshes.Resize(submeshIndex + 1); - } - + int newCount = submeshIndex + 1; + if (submeshes.Items.Length < newCount) + submeshes.Resize(newCount); + submeshes.Count = newCount; var submesh = submeshes.Items[submeshIndex]; if (submesh == null) submeshes.Items[submeshIndex] = submesh = new ExposedList();