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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Minor whitespace formatting fixes.
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@ -1202,9 +1202,9 @@ namespace Spine.Unity {
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}
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}
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}
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#endregion
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#endregion
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#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
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#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
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public void FillVertexData (Mesh mesh) {
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Vector3[] vbi = vertexBuffer.Items;
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Vector2[] ubi = uvBuffer.Items;
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@ -1284,7 +1284,7 @@ namespace Spine.Unity {
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mesh.SetTriangles(submeshesItems[i].Items, i, false);
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#endif
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}
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#endregion
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#endregion
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public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
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if (minimumVertexCount > vertexBuffer.Items.Length) {
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@ -1332,7 +1332,7 @@ namespace Spine.Unity {
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if (tangents != null) Array.Resize(ref tangents, vbiLength);
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}
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#region TangentSolver2D
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#region TangentSolver2D
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// Thanks to contributions from forum user ToddRivers
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/// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
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@ -1419,9 +1419,9 @@ namespace Spine.Unity {
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tangents[i] = tangent;
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}
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}
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#endregion
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#endregion
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#region AttachmentRendering
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#region AttachmentRendering
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static List<Vector3> AttachmentVerts = new List<Vector3>();
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static List<Vector2> AttachmentUVs = new List<Vector2>();
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static List<Color32> AttachmentColors32 = new List<Color32>();
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@ -1533,6 +1533,6 @@ namespace Spine.Unity {
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AttachmentColors32.Clear();
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AttachmentIndices.Clear();
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}
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#endregion
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#endregion
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}
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}
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