Fixed submeshes.

One day this will work correctly. :(
This commit is contained in:
NathanSweet 2013-10-03 21:38:40 +02:00
parent 748431b4f6
commit 64d50d5edc
2 changed files with 6 additions and 2 deletions

View File

@ -229,8 +229,10 @@ public class SkeletonComponent : MonoBehaviour {
// Allocate indexes if not the right size, allowing last submesh to have more than required.
int[] indexes = submesh.indexes;
if (lastSubmesh ? (indexes.Length < indexCount) : (indexes.Length != indexCount))
if (lastSubmesh ? (indexes.Length < indexCount) : (indexes.Length != indexCount)) {
submesh.indexes = indexes = new int[indexCount];
submesh.indexCount = 0;
}
// Set indexes if not already set.
if (submesh.firstVertex != vertexIndex || submesh.indexCount < indexCount) {

View File

@ -229,8 +229,10 @@ public class SkeletonComponent : MonoBehaviour {
// Allocate indexes if not the right size, allowing last submesh to have more than required.
int[] indexes = submesh.indexes;
if (lastSubmesh ? (indexes.Length < indexCount) : (indexes.Length != indexCount))
if (lastSubmesh ? (indexes.Length < indexCount) : (indexes.Length != indexCount)) {
submesh.indexes = indexes = new int[indexCount];
submesh.indexCount = 0;
}
// Set indexes if not already set.
if (submesh.firstVertex != vertexIndex || submesh.indexCount < indexCount) {