diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index ac4e19469..b1ae3aec3 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -245,8 +245,8 @@ namespace Spine.Unity { } public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary customSlotMaterials, List separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) { - // if (skeleton == null) throw new ArgumentNullException("skeleton"); - // if (instructionOutput == null) throw new ArgumentNullException("instructionOutput"); +// if (skeleton == null) throw new ArgumentNullException("skeleton"); +// if (instructionOutput == null) throw new ArgumentNullException("instructionOutput"); ExposedList drawOrder = skeleton.drawOrder; int drawOrderCount = drawOrder.Count; @@ -308,10 +308,10 @@ namespace Spine.Unity { #if SPINE_TRIANGLECHECK var clippingAttachment = attachment as ClippingAttachment; if (clippingAttachment != null) { - clippingEndSlot = clippingAttachment.endSlot; - clippingAttachmentSource = i; - current.hasClipping = true; - skeletonHasClipping = true; + clippingEndSlot = clippingAttachment.endSlot; + clippingAttachmentSource = i; + current.hasClipping = true; + skeletonHasClipping = true; } #endif noRender = true; @@ -682,8 +682,8 @@ namespace Spine.Unity { int vertexIndex = 0; var tempVerts = this.tempVerts; - Vector2 bmin = this.meshBoundsMin; - Vector2 bmax = this.meshBoundsMax; + Vector3 bmin = this.meshBoundsMin; + Vector3 bmax = this.meshBoundsMax; var vbi = vertexBuffer.Items; var ubi = uvBuffer.Items; @@ -990,11 +990,10 @@ namespace Spine.Unity { mesh.bounds = new Bounds(); } else { //mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax); - float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f; - float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f; + Vector2 halfSize = (meshBoundsMax - meshBoundsMin) * 0.5f; mesh.bounds = new Bounds { - center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight), - extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f) + center = (Vector3)(meshBoundsMin + halfSize), + extents = new Vector3(halfSize.x, halfSize.y, meshBoundsThickness * 0.5f) }; } }