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This fixes a separate flickering bug. Reported in the forum here: http://esotericsoftware.com/forum/Weird-flicker-between-some-of-the-animations-5577 The solution was to compare `this.sharedMaterials` against the immediately-determined material array. Also included: Moved attachment and flip array checks outside of extra loops in CheckIfMustUpdateMeshStructure to prevent O(2n) behavior. Renamed some identifiers. "temp" is replaced with "working". The analogy is human brain's "working memory". Added some cached references within the method's stack (where their members are frequently accessed). Added comments for easy update, in preparation for incoming changes in Spine v3.