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[unity] Minor: whitespace fixes of previous commit 7a999ea. See #2632.
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HaraldCsaszar committed Sep 12, 2024
1 parent 7a999ea commit c3feed0
Showing 1 changed file with 9 additions and 9 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -538,9 +538,9 @@ public static void TryReplaceMaterials (ExposedList<SubmeshInstruction> workingS
wsii[i].material = overrideMaterial;
}
}
#endregion
#endregion

#region Step 2 : Populate vertex data and triangle index buffers.
#region Step 2 : Populate vertex data and triangle index buffers.
public void Begin () {
vertexBuffer.Clear(false);
colorBuffer.Clear(false);
Expand Down Expand Up @@ -1218,9 +1218,9 @@ void ResizeOptionalUVBuffer (ref ExposedList<Vector2> uvBuffer, int vertexCount)
}
}
}
#endregion
#endregion

#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
Expand Down Expand Up @@ -1300,7 +1300,7 @@ public void FillTriangles (Mesh mesh) {
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
#endregion
#endregion

public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
Expand Down Expand Up @@ -1348,7 +1348,7 @@ public void TrimExcess () {
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}

#region TangentSolver2D
#region TangentSolver2D
// Thanks to contributions from forum user ToddRivers

/// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
Expand Down Expand Up @@ -1435,9 +1435,9 @@ internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTa
tangents[i] = tangent;
}
}
#endregion
#endregion

#region AttachmentRendering
#region AttachmentRendering
static List<Vector3> AttachmentVerts = new List<Vector3>();
static List<Vector2> AttachmentUVs = new List<Vector2>();
static List<Color32> AttachmentColors32 = new List<Color32>();
Expand Down Expand Up @@ -1549,6 +1549,6 @@ public static void FillMeshLocal (Mesh mesh, MeshAttachment meshAttachment, Skel
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
#endregion
#endregion
}
}

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