mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Call RecalculateBounds so skeleton rendering isn't culled.
This commit is contained in:
parent
b0c96fd66b
commit
41bc9cfbc2
@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
|
|||||||
mesh.subMeshCount = submeshCount;
|
mesh.subMeshCount = submeshCount;
|
||||||
for (int i = 0; i < submeshCount; ++i)
|
for (int i = 0; i < submeshCount; ++i)
|
||||||
mesh.SetTriangles(submeshes[i].indexes, i);
|
mesh.SetTriangles(submeshes[i].indexes, i);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
if (newTriangles && calculateNormals) {
|
if (newTriangles && calculateNormals) {
|
||||||
Vector3[] normals = new Vector3[vertexCount];
|
Vector3[] normals = new Vector3[vertexCount];
|
||||||
|
|||||||
@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
|
|||||||
mesh.subMeshCount = submeshCount;
|
mesh.subMeshCount = submeshCount;
|
||||||
for (int i = 0; i < submeshCount; ++i)
|
for (int i = 0; i < submeshCount; ++i)
|
||||||
mesh.SetTriangles(submeshes[i].indexes, i);
|
mesh.SetTriangles(submeshes[i].indexes, i);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
if (newTriangles && calculateNormals) {
|
if (newTriangles && calculateNormals) {
|
||||||
Vector3[] normals = new Vector3[vertexCount];
|
Vector3[] normals = new Vector3[vertexCount];
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user