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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[ue4] Call computeWorldVertices before fetching renderer object. See #2154.
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@ -274,8 +274,8 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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@ -283,8 +283,8 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList &OutDrawEle
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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@ -236,8 +236,8 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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@ -252,8 +252,8 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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}
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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