From 2cc92a6f7ce72ac6ec0616d16f21a9bc953ec8fd Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Tue, 4 Jun 2019 22:40:29 +0200 Subject: [PATCH] [libgdx] Don't include inactive bounds when computing skeleton bounds. --- .../spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java | 1 + 1 file changed, 1 insertion(+) diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java index 04bdfca6d..af8e53440 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java @@ -666,6 +666,7 @@ public class Skeleton { float minX = Integer.MAX_VALUE, minY = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxY = Integer.MIN_VALUE; for (int i = 0, n = drawOrder.size; i < n; i++) { Slot slot = drawOrder.get(i); + if (!slot.bone.active) continue; int verticesLength = 0; float[] vertices = null; Attachment attachment = slot.attachment;