[unity] Match pre-initialized buffer size of submesh indices.

This commit is contained in:
pharan 2017-05-30 19:20:39 +08:00
parent d288fab664
commit 5fcb77eb1a

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@ -110,9 +110,9 @@ namespace Spine.Unity {
const float BoundsMinDefault = float.MaxValue;
const float BoundsMaxDefault = float.MinValue;
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>();
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>();
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>();
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;