Call RecalculateBounds so skeleton rendering isn't culled.

This commit is contained in:
NathanSweet 2014-01-13 16:13:43 +01:00
parent b0c96fd66b
commit 41bc9cfbc2
2 changed files with 2 additions and 0 deletions

View File

@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
mesh.SetTriangles(submeshes[i].indexes, i);
mesh.RecalculateBounds();
if (newTriangles && calculateNormals) {
Vector3[] normals = new Vector3[vertexCount];

View File

@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
mesh.SetTriangles(submeshes[i].indexes, i);
mesh.RecalculateBounds();
if (newTriangles && calculateNormals) {
Vector3[] normals = new Vector3[vertexCount];