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Skip further clipping for a triangle completely inside a clipping polygon.
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@ -87,8 +87,9 @@ public class SkeletonClipping {
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short index = 0;
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clippedVertices.clear();
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clippedTriangles.clear();
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for (FloatArray convexClippingPolygon : convexClippingPolygons) {
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for (int i = 0; i < trianglesLength; i += 3) {
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outer:
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for (int i = 0; i < trianglesLength; i += 3) {
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for (FloatArray convexClippingPolygon : convexClippingPolygons) {
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int vertexOffset = triangles[i] << 1;
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float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
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float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
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@ -190,6 +191,7 @@ public class SkeletonClipping {
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clippedTrianglesItems[s] = index++;
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clippedTrianglesItems[s + 1] = index++;
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clippedTrianglesItems[s + 2] = index++;
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continue outer;
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}
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}
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}
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