From 70e526d3619fd64c67f386e3cb3755b7f875e1ba Mon Sep 17 00:00:00 2001 From: badlogic Date: Fri, 28 Apr 2017 15:02:24 +0200 Subject: [PATCH] [cocos2d-objc] Fixed two color tinting plus clipping. --- spine-cocos2d-objc/src/spine/SkeletonRenderer.m | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/spine-cocos2d-objc/src/spine/SkeletonRenderer.m b/spine-cocos2d-objc/src/spine/SkeletonRenderer.m index 9bf404dad..c1f58d8cd 100644 --- a/spine-cocos2d-objc/src/spine/SkeletonRenderer.m +++ b/spine-cocos2d-objc/src/spine/SkeletonRenderer.m @@ -308,7 +308,7 @@ static bool handlerQueued = false; spVertex* verts = &meshPart.mesh->vertices[meshPart.startVertex]; unsigned short* indices = &meshPart.mesh->indices[meshPart.startIndex]; - for (int i = 0; i * 2 < verticesCount; i++, vertices++) { + for (int i = 0; i * 2 < verticesCount; i++, verts++) { CCVertex vertex; vertex.position = GLKVector4Make(vertices[i * 2], vertices[i * 2 + 1], 0.0, 1.0); vertex = CCVertexApplyTransform(vertex, transform);