diff --git a/spine-xna/src/SkeletonMeshRenderer.cs b/spine-xna/src/SkeletonMeshRenderer.cs index bf60c2e0b..6d2047824 100644 --- a/spine-xna/src/SkeletonMeshRenderer.cs +++ b/spine-xna/src/SkeletonMeshRenderer.cs @@ -90,10 +90,11 @@ namespace Spine { public void Draw (Skeleton skeleton) { float[] vertices = this.vertices; - List drawOrder = skeleton.DrawOrder; + var drawOrder = skeleton.DrawOrder; + var drawOrderItems = skeleton.DrawOrder.Items; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { - Slot slot = drawOrder[i]; + Slot slot = drawOrderItems[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; diff --git a/spine-xna/src/SkeletonRegionRenderer.cs b/spine-xna/src/SkeletonRegionRenderer.cs index 2189b01a3..c20c6b410 100644 --- a/spine-xna/src/SkeletonRegionRenderer.cs +++ b/spine-xna/src/SkeletonRegionRenderer.cs @@ -83,10 +83,11 @@ namespace Spine { } public void Draw (Skeleton skeleton) { - List drawOrder = skeleton.DrawOrder; + var drawOrder = skeleton.DrawOrder; + var drawOrderItems = skeleton.DrawOrder.Items; float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A; for (int i = 0, n = drawOrder.Count; i < n; i++) { - Slot slot = drawOrder[i]; + Slot slot = drawOrderItems[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment != null) { BlendState blend = slot.Data.BlendMode == BlendMode.additive ? BlendState.Additive : defaultBlendState;