[ue4] Fix world vertices buffer allocation in widget.

This commit is contained in:
badlogic 2023-02-14 16:24:43 +01:00
parent 1aed9a2aa4
commit 11f261ba1f

View File

@ -274,6 +274,7 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
attachmentColor.set(regionAttachment->getColor());
attachmentVertices->setSize(8, 0);
regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
attachmentIndices = quadIndices;
@ -283,6 +284,7 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
MeshAttachment *mesh = (MeshAttachment *) attachment;
attachmentColor.set(mesh->getColor());
attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
attachmentIndices = mesh->getTriangles().buffer();