Added back mesh.RecalculateBounds().

Because who really knows what is going on, anyway.
http://esotericsoftware.com/forum/viewtopic.php?p=12481#p12481
This commit is contained in:
NathanSweet 2014-04-27 23:58:10 +02:00
parent a180398975
commit fc60d4d6de
2 changed files with 2 additions and 0 deletions

View File

@ -278,6 +278,7 @@ public class SkeletonRenderer : MonoBehaviour {
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
mesh.SetTriangles(submeshes[i].triangles, i);
mesh.RecalculateBounds();
if (newTriangles && calculateNormals) {
Vector3[] normals = new Vector3[vertexCount];

View File

@ -278,6 +278,7 @@ public class SkeletonRenderer : MonoBehaviour {
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
mesh.SetTriangles(submeshes[i].triangles, i);
mesh.RecalculateBounds();
if (newTriangles && calculateNormals) {
Vector3[] normals = new Vector3[vertexCount];