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https://github.com/EsotericSoftware/spine-runtimes.git
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[xna] Fixed another (not so apparent) bug in multi pass rending (item texture reference was cleared to null and added to free pool too early). See #1554.
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@ -157,14 +157,17 @@ namespace Spine {
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Array.Copy(item.vertices, 0, vertexArray, vertexCount, itemVertexCount);
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Array.Copy(item.vertices, 0, vertexArray, vertexCount, itemVertexCount);
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vertexCount += itemVertexCount;
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vertexCount += itemVertexCount;
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item.texture = null;
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freeItems.Enqueue(item);
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}
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}
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FlushVertexArray(device, vertexCount, triangleCount);
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FlushVertexArray(device, vertexCount, triangleCount);
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}
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}
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public void AfterLastDrawPass () {
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public void AfterLastDrawPass () {
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int itemCount = items.Count;
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for (int i = 0; i < itemCount; i++) {
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var item = items[i];
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item.texture = null;
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freeItems.Enqueue(item);
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}
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items.Clear();
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items.Clear();
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}
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}
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