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[libgdx] SkeletonClipping, don't need local clippedUvs for single reference.
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@ -86,7 +86,6 @@ public class SkeletonClipping {
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public void clipTriangles (float[] vertices, short[] triangles, int trianglesLength) {
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FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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FloatArray clippedUvs = this.clippedUvs;
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ShortArray clippedTriangles = this.clippedTriangles;
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Object[] polygons = clippingPolygons.items;
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int polygonsCount = clippingPolygons.size;
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@ -157,7 +156,6 @@ public class SkeletonClipping {
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boolean twoColor) {
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FloatArray clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
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FloatArray clippedUvs = this.clippedUvs;
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ShortArray clippedTriangles = this.clippedTriangles;
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Object[] polygons = clippingPolygons.items;
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int polygonsCount = clippingPolygons.size;
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