diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs index cd13d900f..36303dde8 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs @@ -1202,9 +1202,9 @@ namespace Spine.Unity { } } } -#endregion + #endregion -#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh + #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh public void FillVertexData (Mesh mesh) { Vector3[] vbi = vertexBuffer.Items; Vector2[] ubi = uvBuffer.Items; @@ -1284,7 +1284,7 @@ namespace Spine.Unity { mesh.SetTriangles(submeshesItems[i].Items, i, false); #endif } -#endregion + #endregion public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) { if (minimumVertexCount > vertexBuffer.Items.Length) { @@ -1332,7 +1332,7 @@ namespace Spine.Unity { if (tangents != null) Array.Resize(ref tangents, vbiLength); } -#region TangentSolver2D + #region TangentSolver2D // Thanks to contributions from forum user ToddRivers /// Step 1 of solving tangents. Ensure you have buffers of the correct size. @@ -1419,9 +1419,9 @@ namespace Spine.Unity { tangents[i] = tangent; } } -#endregion + #endregion -#region AttachmentRendering + #region AttachmentRendering static List AttachmentVerts = new List(); static List AttachmentUVs = new List(); static List AttachmentColors32 = new List(); @@ -1533,6 +1533,6 @@ namespace Spine.Unity { AttachmentColors32.Clear(); AttachmentIndices.Clear(); } -#endregion + #endregion } }