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[unity] Fixed too high Mesh vertex count when multiple submeshes are used (in combination with clipping). Supported on Unity 2019.3+. Closes #1894.
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@ -27,6 +27,10 @@
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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#if UNITY_2019_3_OR_NEWER
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#define MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
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#endif
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// Not for optimization. Do not disable.
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// Not for optimization. Do not disable.
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#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
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#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
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//#define SPINE_DEBUG
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//#define SPINE_DEBUG
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@ -1117,7 +1121,11 @@ namespace Spine.Unity {
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mesh.subMeshCount = submeshCount;
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; i++)
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for (int i = 0; i < submeshCount; i++)
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#if MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
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mesh.SetTriangles(submeshesItems[i].Items, 0, submeshesItems[i].Count, i, false);
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#else
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mesh.SetTriangles(submeshesItems[i].Items, i, false);
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mesh.SetTriangles(submeshesItems[i].Items, i, false);
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#endif
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}
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}
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#endregion
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#endregion
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