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[godot] Call computeWorldVertices before fetching region. See #2154
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@ -552,10 +552,10 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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if (attachment->getRTTI().isExactly(spine::RegionAttachment::rtti)) {
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auto *region = (spine::RegionAttachment *) attachment;
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region->getRendererObject())->page->getRendererObject();
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vertices->setSize(8, 0);
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region->computeWorldVertices(*slot, *vertices, 0);
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region->getRendererObject())->page->getRendererObject();
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uvs = ®ion->getUVs();
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indices = &quad_indices;
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@ -566,10 +566,10 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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tint.a *= attachment_color.a;
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} else if (attachment->getRTTI().isExactly(spine::MeshAttachment::rtti)) {
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auto *mesh = (spine::MeshAttachment *) attachment;
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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vertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, *vertices);
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renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
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uvs = &mesh->getUVs();
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indices = &mesh->getTriangles();
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