[unity] Fix default mesh bounds check.

This commit is contained in:
John 2017-05-30 21:52:45 +08:00 committed by GitHub
parent da0132b333
commit e781ad9ccd

View File

@ -107,8 +107,8 @@ namespace Spine.Unity {
}
}
const float BoundsMinDefault = float.MaxValue;
const float BoundsMaxDefault = float.MinValue;
const float BoundsMinDefault = float.PositiveInfinity;
const float BoundsMaxDefault = float.NegativeInfinity;
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
@ -940,7 +940,7 @@ namespace Spine.Unity {
mesh.uv = ubi;
mesh.colors32 = cbi;
if (meshBoundsMin.x == BoundsMinDefault) {
if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
mesh.bounds = new Bounds();
} else {
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);