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[libgdx] Better exception message.
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@ -100,7 +100,9 @@ public class SkeletonRenderer {
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continue;
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continue;
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} else if (attachment instanceof MeshAttachment) {
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} else if (attachment instanceof MeshAttachment) {
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throw new RuntimeException("SkeletonMeshRenderer is required to render meshes.");
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throw new RuntimeException(
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"SkeletonRenderer#draw(PolygonSpriteBatch, Skeleton) or #draw(TwoColorPolygonBatch, Skeleton) must be used to "
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+ "render meshes.");
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} else if (attachment instanceof SkeletonAttachment) {
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} else if (attachment instanceof SkeletonAttachment) {
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Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
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Skeleton attachmentSkeleton = ((SkeletonAttachment)attachment).getSkeleton();
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@ -242,7 +244,7 @@ public class SkeletonRenderer {
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tempLight.set(temp5);
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tempLight.set(temp5);
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tempDark.set(temp6);
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tempDark.set(temp6);
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tempUv.x = uvs[u];
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tempUv.x = uvs[u];
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tempUv.y = uvs[u + 1];
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tempUv.y = uvs[u + 1];
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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vertices[v] = tempPos.x;
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vertices[v] = tempPos.x;
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vertices[v + 1] = tempPos.y;
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vertices[v + 1] = tempPos.y;
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@ -378,7 +380,7 @@ public class SkeletonRenderer {
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tempLight.set(temp5);
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tempLight.set(temp5);
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tempDark.set(temp6);
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tempDark.set(temp6);
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tempUv.x = uvs[u];
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tempUv.x = uvs[u];
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tempUv.y = uvs[u + 1];
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tempUv.y = uvs[u + 1];
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
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vertices[v] = tempPos.x;
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vertices[v] = tempPos.x;
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vertices[v + 1] = tempPos.y;
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vertices[v + 1] = tempPos.y;
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