diff --git a/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m b/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m index 912fc0b58..70d12e381 100644 --- a/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m +++ b/spine-cocos2d-iphone/src/spine/spine-cocos2d-iphone.m @@ -132,7 +132,7 @@ void _Cocos2dRegionAttachment_draw (Attachment* attachment, Slot* slot) { // Cocos2d doesn't handle batching for us, so we'll just force a single texture per skeleton. skeleton->node->textureAtlas = self->textureAtlas; - if (self->textureAtlas.capacity <= skeleton->node->quadCount) { + while (self->textureAtlas.capacity <= skeleton->node->quadCount) { if (![self->textureAtlas resizeCapacity:self->textureAtlas.capacity * 2]) return; } [self->textureAtlas updateQuad:quad atIndex:skeleton->node->quadCount++]; diff --git a/spine-cocos2dx/src/spine/spine-cocos2dx.cpp b/spine-cocos2dx/src/spine/spine-cocos2dx.cpp index 326a83e38..62e22f602 100644 --- a/spine-cocos2dx/src/spine/spine-cocos2dx.cpp +++ b/spine-cocos2dx/src/spine/spine-cocos2dx.cpp @@ -293,7 +293,7 @@ void _Cocos2dxRegionAttachment_draw (Attachment* attachment, Slot* slot) { // cocos2dx doesn't handle batching for us, so we'll just force a single texture per skeleton. skeleton->node->textureAtlas = self->textureAtlas; - if (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) { + while (self->textureAtlas->getCapacity() <= skeleton->node->quadCount) { if (!self->textureAtlas->resizeCapacity(self->textureAtlas->getCapacity() * 2)) return; } self->textureAtlas->updateQuad(quad, skeleton->node->quadCount++);