三国卡牌客户端基础资源仓库
hch
2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
#if UNITY_2019_3_OR_NEWER
#define MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
#endif
 
#if !UNITY_2020_1_OR_NEWER
// Note: on Unity 2019.4 or older, e.g. operator* was not inlined via AggressiveInlining and at least with some
// configurations will lead to unnecessary overhead.
#define MANUALLY_INLINE_VECTOR_OPERATORS
#endif
 
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
 
// New optimization option to avoid rendering fully transparent attachments at slot alpha 0.
// Comment out this line to revert to previous behaviour.
// You may only need this option disabled when utilizing a custom shader which
// uses vertex color alpha for purposes other than transparency.
//
// Important Note: When disabling this define, also disable the one in SkeletonRenderInstruction.cs
#define SLOT_ALPHA_DISABLES_ATTACHMENT
 
// Note: This define below enables a bugfix where when Linear color space is used and `PMA vertex colors` enabled,
// additive slots add a too dark (too transparent) color value.
//
// If you want the old incorrect behaviour (darker additive slots) or are not using Linear but Gamma color space,
// you can comment-out the define below to deactivate the fix or just to skip unnecessary instructions.
//
// Details:
// Alpha-premultiplication of vertex colors happens in gamma-space, and vertexColor.a is set to 0 at additive slots.
// In the shader, gamma space vertex color has to be transformed from gamma space to linear space.
// Unfortunately vertexColorGamma.rgb=(rgb*a) while the desired color in linear space would be
// vertexColorLinear.rgb = GammaToLinear(rgb)*a = GammaToLinear(vertexColorGamma.rgb/a),
// but unfortunately 'a' is unknown as vertexColorGamma.a = 0 at additive slots.
// Thus the define below enables a fix where 'a' is transformed via
// a=LinearToGamma(a), so that the subsequent GammaToLinear() operation is canceled out on 'a'.
#define LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
 
using System;
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity {
    public delegate void MeshGeneratorDelegate (MeshGeneratorBuffers buffers);
    public struct MeshGeneratorBuffers {
        /// <summary>The vertex count that will actually be used for the mesh. The Lengths of the buffer arrays may be larger than this number.</summary>
        public int vertexCount;
 
        /// <summary> Vertex positions. To be used for UnityEngine.Mesh.vertices.</summary>
        public Vector3[] vertexBuffer;
 
        /// <summary> Vertex texture coordinates (UVs). To be used for UnityEngine.Mesh.uv.</summary>
        public Vector2[] uvBuffer;
 
        /// <summary> Vertex colors. To be used for UnityEngine.Mesh.colors32.</summary>
        public Color32[] colorBuffer;
 
        /// <summary> Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
        /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
        public Vector2[] uv2Buffer { get { return meshGenerator.UV2; } }
 
        /// <summary> Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
        /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
        public Vector2[] uv3Buffer { get { return meshGenerator.UV3; } }
 
        /// <summary> The Spine rendering component's MeshGenerator. </summary>
        public MeshGenerator meshGenerator;
    }
 
    /// <summary>Holds several methods to prepare and generate a UnityEngine mesh based on a skeleton. Contains buffers needed to perform the operation, and serializes settings for mesh generation.</summary>
    [System.Serializable]
    public class MeshGenerator {
        public Settings settings = Settings.Default;
 
        [System.Serializable]
        public struct Settings {
            public bool useClipping;
            [Range(-0.1f, 0f)] public float zSpacing;
            public bool tintBlack;
            [UnityEngine.Serialization.FormerlySerializedAs("canvasGroupTintBlack")]
            [Tooltip("Enable when using SkeletonGraphic under a CanvasGroup. " +
                "When enabled, PMA Vertex Color alpha value is stored at uv2.g instead of color.a to capture " +
                "CanvasGroup modifying color.a. Also helps to detect correct parameter setting combinations.")]
            public bool canvasGroupCompatible;
            public bool pmaVertexColors;
            public bool addNormals;
            public bool calculateTangents;
            public bool immutableTriangles;
 
            static public Settings Default {
                get {
                    return new Settings {
                        pmaVertexColors = true,
                        zSpacing = 0f,
                        useClipping = true,
                        tintBlack = false,
                        calculateTangents = false,
                        //renderMeshes = true,
                        addNormals = false,
                        immutableTriangles = false
                    };
                }
            }
        }
 
        const float BoundsMinDefault = float.PositiveInfinity;
        const float BoundsMaxDefault = float.NegativeInfinity;
 
        [NonSerialized] protected readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
        [NonSerialized] protected readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
        [NonSerialized] protected readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
        [NonSerialized] protected readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
 
        [NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
        [NonSerialized] float meshBoundsThickness;
        [NonSerialized] int submeshIndex = 0;
 
        [NonSerialized] SkeletonClipping clipper = new SkeletonClipping();
        [NonSerialized] float[] tempVerts = new float[8];
        [NonSerialized] int[] regionTriangles = { 0, 1, 2, 2, 3, 0 };
 
        #region Optional Buffers
        // These optional buffers are lazy-instantiated when the feature is used.
        [NonSerialized] Vector3[] normals;
        [NonSerialized] Vector4[] tangents;
        [NonSerialized] Vector2[] tempTanBuffer;
        [NonSerialized] ExposedList<Vector2> uv2;
        [NonSerialized] ExposedList<Vector2> uv3;
 
        /// <summary> Optional vertex texture coordinates (UVs), second channel. To be used for UnityEngine.Mesh.uv2.
        /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
        public Vector2[] UV2 { get { PrepareOptionalUVBuffer(ref uv2, vertexBuffer.Count); return uv2.Items; } }
        /// <summary> Optional vertex texture coordinates (UVs), third channel. To be used for UnityEngine.Mesh.uv3.
        /// Using this accessor automatically allocates and resizes the buffer accordingly.</summary>
        public Vector2[] UV3 { get { PrepareOptionalUVBuffer(ref uv3, vertexBuffer.Count); return uv3.Items; } }
        #endregion
 
        public int VertexCount { get { return vertexBuffer.Count; } }
        public int SubmeshIndexCount (int submeshIndex) { return submeshes.Items[submeshIndex].Count; }
 
        /// <summary>A set of mesh arrays whose values are modifiable by the user. Modify these values before they are passed to the UnityEngine mesh object in order to see the effect.</summary>
        public MeshGeneratorBuffers Buffers {
            get {
                return new MeshGeneratorBuffers {
                    vertexCount = this.VertexCount,
                    vertexBuffer = this.vertexBuffer.Items,
                    uvBuffer = this.uvBuffer.Items,
                    colorBuffer = this.colorBuffer.Items,
                    meshGenerator = this
                };
            }
        }
 
        /// <summary>Returns the <see cref="SkeletonClipping"/> used by this mesh generator for use with e.g.
        /// <see cref="Skeleton.GetBounds(out float, out float, out float, out float, ref float[], SkeletonClipping)"/>
        /// </summary>
        public SkeletonClipping SkeletonClipping { get { return clipper; } }
 
        public MeshGenerator () {
            submeshes.TrimExcess();
        }
 
        #region Step 1 : Generate Instructions
        /// <summary>
        /// A specialized variant of <see cref="GenerateSkeletonRendererInstruction"/>.
        /// Generates renderer instructions using a single submesh, using only a single material and texture.
        /// </summary>
        /// <param name="instructionOutput">The resulting instructions.</param>
        /// <param name="skeleton">The skeleton to generate renderer instructions for.</param>
        /// <param name="material">Material to be set at the renderer instruction. When null, the last attachment
        /// in the draw order list is assigned as the instruction's material.</param>
        public static void GenerateSingleSubmeshInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) {
            ExposedList<Slot> drawOrder = skeleton.DrawOrder;
            int drawOrderCount = drawOrder.Count;
 
            // Clear last state of attachments and submeshes
            instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
            ExposedList<SubmeshInstruction> workingSubmeshInstructions = instructionOutput.submeshInstructions;
 
#if SPINE_TRIANGLECHECK
            instructionOutput.attachments.Resize(drawOrderCount);
            Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
            int totalRawVertexCount = 0;
#endif
 
            SubmeshInstruction current = new SubmeshInstruction {
                skeleton = skeleton,
                preActiveClippingSlotSource = -1,
                startSlot = 0,
#if SPINE_TRIANGLECHECK
                rawFirstVertexIndex = 0,
#endif
                material = material,
                forceSeparate = false,
                endSlot = drawOrderCount
            };
 
#if SPINE_TRIANGLECHECK
            object rendererObject = null;
            bool skeletonHasClipping = false;
            Slot[] drawOrderItems = drawOrder.Items;
            for (int i = 0; i < drawOrderCount; i++) {
                Slot slot = drawOrderItems[i];
                if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                    || slot.A == 0f
#endif
                    ) {
                    workingAttachmentsItems[i] = null;
                    continue;
                }
                if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
                Attachment attachment = slot.Attachment;
 
                workingAttachmentsItems[i] = attachment;
                int attachmentTriangleCount;
                int attachmentVertexCount;
 
                RegionAttachment regionAttachment = attachment as RegionAttachment;
                if (regionAttachment != null) {
                    if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
                    rendererObject = regionAttachment.Region;
                    attachmentVertexCount = 4;
                    attachmentTriangleCount = 6;
                } else {
                    MeshAttachment meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment != null) {
                        if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
                        rendererObject = meshAttachment.Region;
                        attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
                        attachmentTriangleCount = meshAttachment.Triangles.Length;
                    } else {
                        ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
                        if (clippingAttachment != null) {
                            current.hasClipping = true;
                            skeletonHasClipping = true;
                        }
                        attachmentVertexCount = 0;
                        attachmentTriangleCount = 0;
                    }
                }
                current.rawTriangleCount += attachmentTriangleCount;
                current.rawVertexCount += attachmentVertexCount;
                totalRawVertexCount += attachmentVertexCount;
            }
 
#if !SPINE_TK2D
            if (material == null && rendererObject != null)
                current.material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
#else
            if (material == null && rendererObject != null)
                current.material = (rendererObject is Material) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
#endif
 
            instructionOutput.hasActiveClipping = skeletonHasClipping;
            instructionOutput.rawVertexCount = totalRawVertexCount;
#endif
 
#if SPINE_TRIANGLECHECK
            bool hasAnyVertices = totalRawVertexCount > 0;
#else
            bool hasAnyVertices = true;
#endif
            if (hasAnyVertices) {
                workingSubmeshInstructions.Resize(1);
                workingSubmeshInstructions.Items[0] = current;
            } else {
                workingSubmeshInstructions.Resize(0);
            }
        }
 
        public static bool RequiresMultipleSubmeshesByDrawOrder (Skeleton skeleton) {
 
#if SPINE_TK2D
            return false;
#endif
            ExposedList<Slot> drawOrder = skeleton.DrawOrder;
            int drawOrderCount = drawOrder.Count;
            Slot[] drawOrderItems = drawOrder.Items;
 
            Material lastRendererMaterial = null;
            for (int i = 0; i < drawOrderCount; i++) {
                Slot slot = drawOrderItems[i];
                if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                    || slot.A == 0f
#endif
                    ) continue;
                Attachment attachment = slot.Attachment;
                IHasTextureRegion rendererAttachment = attachment as IHasTextureRegion;
                if (rendererAttachment != null) {
                    if (rendererAttachment.Sequence != null) rendererAttachment.Sequence.Apply(slot, rendererAttachment);
                    AtlasRegion atlasRegion = (AtlasRegion)rendererAttachment.Region;
                    Material material = (Material)atlasRegion.page.rendererObject;
                    if (lastRendererMaterial != material) {
                        if (lastRendererMaterial != null)
                            return true;
                        lastRendererMaterial = material;
                    }
                }
            }
            return false;
        }
 
        public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Slot, Material> customSlotMaterials, List<Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
            //            if (skeleton == null) throw new ArgumentNullException("skeleton");
            //            if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
 
            ExposedList<Slot> drawOrder = skeleton.DrawOrder;
            int drawOrderCount = drawOrder.Count;
 
            // Clear last state of attachments and submeshes
            instructionOutput.Clear(); // submeshInstructions.Clear(); attachments.Clear();
            ExposedList<SubmeshInstruction> workingSubmeshInstructions = instructionOutput.submeshInstructions;
#if SPINE_TRIANGLECHECK
            instructionOutput.attachments.Resize(drawOrderCount);
            Attachment[] workingAttachmentsItems = instructionOutput.attachments.Items;
            int totalRawVertexCount = 0;
            bool skeletonHasClipping = false;
#endif
 
            SubmeshInstruction current = new SubmeshInstruction {
                skeleton = skeleton,
                preActiveClippingSlotSource = -1
            };
 
#if !SPINE_TK2D
            bool isCustomSlotMaterialsPopulated = customSlotMaterials != null && customSlotMaterials.Count > 0;
#endif
 
            int separatorCount = separatorSlots == null ? 0 : separatorSlots.Count;
            bool hasSeparators = separatorCount > 0;
 
            int clippingAttachmentSource = -1;
            int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
            SlotData clippingEndSlot = null;
            int submeshIndex = 0;
            Slot[] drawOrderItems = drawOrder.Items;
            for (int i = 0; i < drawOrderCount; i++) {
                Slot slot = drawOrderItems[i];
                if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                    || (slot.A == 0f && slot.Data != clippingEndSlot)
#endif
                    ) {
#if SPINE_TRIANGLECHECK
                    workingAttachmentsItems[i] = null;
#endif
                    continue;
                }
                if (slot.Data.BlendMode == BlendMode.Additive) current.hasPMAAdditiveSlot = true;
                Attachment attachment = slot.Attachment;
#if SPINE_TRIANGLECHECK
                workingAttachmentsItems[i] = attachment;
                int attachmentVertexCount = 0, attachmentTriangleCount = 0;
#endif
 
                object region = null;
                bool noRender = false; // Using this allows empty slots as separators, and keeps separated parts more stable despite slots being reordered
 
                RegionAttachment regionAttachment = attachment as RegionAttachment;
                if (regionAttachment != null) {
                    if (regionAttachment.Sequence != null) regionAttachment.Sequence.Apply(slot, regionAttachment);
                    region = regionAttachment.Region;
#if SPINE_TRIANGLECHECK
                    attachmentVertexCount = 4;
                    attachmentTriangleCount = 6;
#endif
                } else {
                    MeshAttachment meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment != null) {
                        if (meshAttachment.Sequence != null) meshAttachment.Sequence.Apply(slot, meshAttachment);
                        region = meshAttachment.Region;
#if SPINE_TRIANGLECHECK
                        attachmentVertexCount = meshAttachment.WorldVerticesLength >> 1;
                        attachmentTriangleCount = meshAttachment.Triangles.Length;
#endif
                    } else {
#if SPINE_TRIANGLECHECK
                        ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
                        if (clippingAttachment != null) {
                            clippingEndSlot = clippingAttachment.EndSlot;
                            clippingAttachmentSource = i;
                            current.hasClipping = true;
                            skeletonHasClipping = true;
                        }
#endif
                        noRender = true;
                    }
                }
 
                // Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
                // Slot with a separator/new material will become the starting slot of the next new instruction.
                if (hasSeparators) { //current.forceSeparate = hasSeparators && separatorSlots.Contains(slot);
                    current.forceSeparate = false;
                    for (int s = 0; s < separatorCount; s++) {
                        if (Slot.ReferenceEquals(slot, separatorSlots[s])) {
                            current.forceSeparate = true;
                            break;
                        }
                    }
                }
 
                if (noRender) {
                    if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
                        { // Add
                            current.endSlot = i;
                            current.preActiveClippingSlotSource = lastPreActiveClipping;
 
                            workingSubmeshInstructions.Resize(submeshIndex + 1);
                            workingSubmeshInstructions.Items[submeshIndex] = current;
 
                            submeshIndex++;
                        }
 
                        current.startSlot = i;
                        lastPreActiveClipping = clippingAttachmentSource;
#if SPINE_TRIANGLECHECK
                        current.rawTriangleCount = 0;
                        current.rawVertexCount = 0;
                        current.rawFirstVertexIndex = totalRawVertexCount;
                        current.hasClipping = clippingAttachmentSource >= 0;
#endif
                    }
                } else {
#if !SPINE_TK2D
                    Material material;
                    if (isCustomSlotMaterialsPopulated) {
                        if (!customSlotMaterials.TryGetValue(slot, out material))
                            material = (Material)((AtlasRegion)region).page.rendererObject;
                    } else {
                        material = (Material)((AtlasRegion)region).page.rendererObject;
                    }
#else
                    // An AtlasRegion in plain spine-unity, spine-TK2D hooks into TK2D's system. eventual source of Material object.
                    Material material = (region is Material) ? (Material)region : (Material)((AtlasRegion)region).page.rendererObject;
#endif
 
#if !SPINE_TRIANGLECHECK
                    if (current.forceSeparate || !System.Object.ReferenceEquals(current.material, material)) { // Material changed. Add the previous submesh.
#else
                    if (current.forceSeparate || (current.rawVertexCount > 0 && !System.Object.ReferenceEquals(current.material, material))) { // Material changed. Add the previous submesh.
#endif
                        { // Add
                            current.endSlot = i;
                            current.preActiveClippingSlotSource = lastPreActiveClipping;
 
                            workingSubmeshInstructions.Resize(submeshIndex + 1);
                            workingSubmeshInstructions.Items[submeshIndex] = current;
                            submeshIndex++;
                        }
                        current.startSlot = i;
                        lastPreActiveClipping = clippingAttachmentSource;
#if SPINE_TRIANGLECHECK
                        current.rawTriangleCount = 0;
                        current.rawVertexCount = 0;
                        current.rawFirstVertexIndex = totalRawVertexCount;
                        current.hasClipping = clippingAttachmentSource >= 0;
#endif
                    }
 
                    // Update state for the next Attachment.
                    current.material = material;
#if SPINE_TRIANGLECHECK
                    current.rawTriangleCount += attachmentTriangleCount;
                    current.rawVertexCount += attachmentVertexCount;
                    current.rawFirstVertexIndex = totalRawVertexCount;
                    totalRawVertexCount += attachmentVertexCount;
#endif
                }
 
                if (clippingEndSlot != null && slot.Data == clippingEndSlot && i != clippingAttachmentSource) {
                    clippingEndSlot = null;
                    clippingAttachmentSource = -1;
                }
            }
 
            if (current.rawVertexCount > 0) {
                { // Add last or only submesh.
                    current.endSlot = drawOrderCount;
                    current.preActiveClippingSlotSource = lastPreActiveClipping;
                    current.forceSeparate = false;
 
                    workingSubmeshInstructions.Resize(submeshIndex + 1);
                    workingSubmeshInstructions.Items[submeshIndex] = current;
                    //submeshIndex++;
                }
            }
 
#if SPINE_TRIANGLECHECK
            instructionOutput.hasActiveClipping = skeletonHasClipping;
            instructionOutput.rawVertexCount = totalRawVertexCount;
#endif
            instructionOutput.immutableTriangles = immutableTriangles;
        }
 
        public static void TryReplaceMaterials (ExposedList<SubmeshInstruction> workingSubmeshInstructions, Dictionary<Material, Material> customMaterialOverride) {
            // Material overrides are done here so they can be applied per submesh instead of per slot
            // but they will still be passed through the GenerateMeshOverride delegate,
            // and will still go through the normal material match check step in STEP 3.
            SubmeshInstruction[] wsii = workingSubmeshInstructions.Items;
            for (int i = 0; i < workingSubmeshInstructions.Count; i++) {
                Material material = wsii[i].material;
                if (material == null) continue;
 
                Material overrideMaterial;
                if (customMaterialOverride.TryGetValue(material, out overrideMaterial))
                    wsii[i].material = overrideMaterial;
            }
        }
        #endregion
 
        #region Step 2 : Populate vertex data and triangle index buffers.
        public void Begin () {
            vertexBuffer.Clear(false);
            colorBuffer.Clear(false);
            uvBuffer.Clear(false);
            clipper.ClipEnd();
 
            {
                meshBoundsMin.x = BoundsMinDefault;
                meshBoundsMin.y = BoundsMinDefault;
                meshBoundsMax.x = BoundsMaxDefault;
                meshBoundsMax.y = BoundsMaxDefault;
                meshBoundsThickness = 0f;
            }
 
            submeshIndex = 0;
            submeshes.Count = 1;
            //submeshes.Items[0].Clear(false);
        }
 
        public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
            Settings settings = this.settings;
 
            int newSubmeshCount = submeshIndex + 1;
            if (submeshes.Items.Length < newSubmeshCount)
                submeshes.Resize(newSubmeshCount);
            submeshes.Count = newSubmeshCount;
            ExposedList<int> submesh = submeshes.Items[submeshIndex];
            if (submesh == null)
                submeshes.Items[submeshIndex] = submesh = new ExposedList<int>();
            submesh.Clear(false);
 
            Skeleton skeleton = instruction.skeleton;
            Slot[] drawOrderItems = skeleton.DrawOrder.Items;
 
            Color32 color = default(Color32);
            float skeletonA = skeleton.A, skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B;
            Vector2 meshBoundsMin = this.meshBoundsMin, meshBoundsMax = this.meshBoundsMax;
 
            // Settings
            float zSpacing = settings.zSpacing;
            bool pmaVertexColors = settings.pmaVertexColors;
            bool tintBlack = settings.tintBlack;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
            bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
 
#if SPINE_TRIANGLECHECK
            bool useClipping = settings.useClipping && instruction.hasClipping;
#else
            bool useClipping = settings.useClipping;
#endif
            bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
 
            if (useClipping) {
                if (instruction.preActiveClippingSlotSource >= 0) {
                    Slot slot = drawOrderItems[instruction.preActiveClippingSlotSource];
                    clipper.ClipStart(slot, slot.Attachment as ClippingAttachment);
                }
            }
 
            for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
                Slot slot = drawOrderItems[slotIndex];
                if (!slot.Bone.Active) {
                    clipper.ClipEnd(slot);
                    continue;
                }
                Attachment attachment = slot.Attachment;
                float z = zSpacing * slotIndex;
 
                float[] workingVerts = this.tempVerts;
                float[] uvs;
                int[] attachmentTriangleIndices;
                int attachmentVertexCount;
                int attachmentIndexCount;
 
                Color c = default(Color);
 
                // Identify and prepare values.
                RegionAttachment region = attachment as RegionAttachment;
                if (region != null) {
                    region.ComputeWorldVertices(slot, workingVerts, 0);
                    uvs = region.UVs;
                    attachmentTriangleIndices = regionTriangles;
                    c.r = region.R; c.g = region.G; c.b = region.B; c.a = region.A;
                    attachmentVertexCount = 4;
                    attachmentIndexCount = 6;
                } else {
                    MeshAttachment mesh = attachment as MeshAttachment;
                    if (mesh != null) {
                        int meshVerticesLength = mesh.WorldVerticesLength;
                        if (workingVerts.Length < meshVerticesLength) {
                            workingVerts = new float[meshVerticesLength];
                            this.tempVerts = workingVerts;
                        }
                        mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
                        uvs = mesh.UVs;
                        attachmentTriangleIndices = mesh.Triangles;
                        c.r = mesh.R; c.g = mesh.G; c.b = mesh.B; c.a = mesh.A;
                        attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
                        attachmentIndexCount = mesh.Triangles.Length;
                    } else {
                        if (useClipping) {
                            ClippingAttachment clippingAttachment = attachment as ClippingAttachment;
                            if (clippingAttachment != null) {
                                clipper.ClipStart(slot, clippingAttachment);
                                continue;
                            }
                        }
 
                        // If not any renderable attachment.
                        clipper.ClipEnd(slot);
                        continue;
                    }
                }
 
                float tintBlackAlpha = 1.0f;
                if (pmaVertexColors) {
                    float alpha = skeletonA * slot.A * c.a;
                    bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                    if (linearColorSpace && isAdditiveSlot)
                        alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                    color.a = (byte)(alpha * 255);
                    color.r = (byte)(skeletonR * slot.R * c.r * color.a);
                    color.g = (byte)(skeletonG * slot.G * c.g * color.a);
                    color.b = (byte)(skeletonB * slot.B * c.b * color.a);
                    if (canvasGroupTintBlack) {
                        tintBlackAlpha = isAdditiveSlot ? 0 : alpha;
                        color.a = 255;
                    } else {
                        if (isAdditiveSlot)
                            color.a = 0;
                    }
                } else {
                    color.a = (byte)(skeletonA * slot.A * c.a * 255);
                    color.r = (byte)(skeletonR * slot.R * c.r * 255);
                    color.g = (byte)(skeletonG * slot.G * c.g * 255);
                    color.b = (byte)(skeletonB * slot.B * c.b * 255);
                }
 
                if (useClipping && clipper.IsClipping) {
                    clipper.ClipTriangles(workingVerts, attachmentTriangleIndices, attachmentIndexCount, uvs);
                    workingVerts = clipper.ClippedVertices.Items;
                    attachmentVertexCount = clipper.ClippedVertices.Count >> 1;
                    attachmentTriangleIndices = clipper.ClippedTriangles.Items;
                    attachmentIndexCount = clipper.ClippedTriangles.Count;
                    uvs = clipper.ClippedUVs.Items;
                }
 
                // Actually add slot/attachment data into buffers.
                if (attachmentVertexCount != 0 && attachmentIndexCount != 0) {
                    if (tintBlack) {
                        float r2 = slot.R2;
                        float g2 = slot.G2;
                        float b2 = slot.B2;
                        if (pmaVertexColors) {
                            float alpha = skeletonA * slot.A * c.a;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                            bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
                            if (linearColorSpace && isAdditiveSlot)
                                alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                            r2 *= alpha;
                            g2 *= alpha;
                            b2 *= alpha;
                        }
                        AddAttachmentTintBlack(r2, g2, b2, tintBlackAlpha, attachmentVertexCount);
                    }
 
                    //AddAttachment(workingVerts, uvs, color, attachmentTriangleIndices, attachmentVertexCount, attachmentIndexCount, ref meshBoundsMin, ref meshBoundsMax, z);
                    int ovc = vertexBuffer.Count;
                    // Add data to vertex buffers
                    {
                        int newVertexCount = ovc + attachmentVertexCount;
                        int oldArraySize = vertexBuffer.Items.Length;
                        if (newVertexCount > oldArraySize) {
                            int newArraySize = (int)(oldArraySize * 1.3f);
                            if (newArraySize < newVertexCount) newArraySize = newVertexCount;
                            Array.Resize(ref vertexBuffer.Items, newArraySize);
                            Array.Resize(ref uvBuffer.Items, newArraySize);
                            Array.Resize(ref colorBuffer.Items, newArraySize);
                        }
                        vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = newVertexCount;
                    }
 
                    Vector3[] vbi = vertexBuffer.Items;
                    Vector2[] ubi = uvBuffer.Items;
                    Color32[] cbi = colorBuffer.Items;
                    if (ovc == 0) {
                        for (int i = 0; i < attachmentVertexCount; i++) {
                            int vi = ovc + i;
                            int i2 = i << 1; // i * 2
                            float x = workingVerts[i2];
                            float y = workingVerts[i2 + 1];
 
                            vbi[vi].x = x;
                            vbi[vi].y = y;
                            vbi[vi].z = z;
                            ubi[vi].x = uvs[i2];
                            ubi[vi].y = uvs[i2 + 1];
                            cbi[vi] = color;
 
                            // Calculate bounds.
                            if (x < meshBoundsMin.x) meshBoundsMin.x = x;
                            if (x > meshBoundsMax.x) meshBoundsMax.x = x;
                            if (y < meshBoundsMin.y) meshBoundsMin.y = y;
                            if (y > meshBoundsMax.y) meshBoundsMax.y = y;
                        }
                    } else {
                        for (int i = 0; i < attachmentVertexCount; i++) {
                            int vi = ovc + i;
                            int i2 = i << 1; // i * 2
                            float x = workingVerts[i2];
                            float y = workingVerts[i2 + 1];
 
                            vbi[vi].x = x;
                            vbi[vi].y = y;
                            vbi[vi].z = z;
                            ubi[vi].x = uvs[i2];
                            ubi[vi].y = uvs[i2 + 1];
                            cbi[vi] = color;
 
                            // Calculate bounds.
                            if (x < meshBoundsMin.x) meshBoundsMin.x = x;
                            else if (x > meshBoundsMax.x) meshBoundsMax.x = x;
                            if (y < meshBoundsMin.y) meshBoundsMin.y = y;
                            else if (y > meshBoundsMax.y) meshBoundsMax.y = y;
                        }
                    }
 
 
                    // Add data to triangle buffer
                    if (updateTriangles) {
                        int oldTriangleCount = submesh.Count;
                        { //submesh.Resize(oldTriangleCount + attachmentIndexCount);
                            int newTriangleCount = oldTriangleCount + attachmentIndexCount;
                            if (newTriangleCount > submesh.Items.Length) Array.Resize(ref submesh.Items, newTriangleCount);
                            submesh.Count = newTriangleCount;
                        }
                        int[] submeshItems = submesh.Items;
                        for (int i = 0; i < attachmentIndexCount; i++)
                            submeshItems[oldTriangleCount + i] = attachmentTriangleIndices[i] + ovc;
                    }
                }
 
                clipper.ClipEnd(slot);
            }
            clipper.ClipEnd();
 
            this.meshBoundsMin = meshBoundsMin;
            this.meshBoundsMax = meshBoundsMax;
            meshBoundsThickness = instruction.endSlot * zSpacing;
 
            // Trim or zero submesh triangles.
            int[] currentSubmeshItems = submesh.Items;
            for (int i = submesh.Count, n = currentSubmeshItems.Length; i < n; i++)
                currentSubmeshItems[i] = 0;
 
            submeshIndex++; // Next AddSubmesh will use a new submeshIndex value.
        }
 
        public void BuildMesh (SkeletonRendererInstruction instruction, bool updateTriangles) {
            SubmeshInstruction[] wsii = instruction.submeshInstructions.Items;
            for (int i = 0, n = instruction.submeshInstructions.Count; i < n; i++)
                this.AddSubmesh(wsii[i], updateTriangles);
        }
 
        // Use this faster method when no clipping is involved.
        public void BuildMeshWithArrays (SkeletonRendererInstruction instruction, bool updateTriangles) {
#if !SPINE_TRIANGLECHECK
            return;
#else
            Settings settings = this.settings;
            bool canvasGroupTintBlack = settings.tintBlack && settings.canvasGroupCompatible;
            int totalVertexCount = instruction.rawVertexCount;
 
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
            bool linearColorSpace = QualitySettings.activeColorSpace == ColorSpace.Linear;
#endif
            // Add data to vertex buffers
            {
                if (totalVertexCount > vertexBuffer.Items.Length) { // Manual ExposedList.Resize()
                    Array.Resize(ref vertexBuffer.Items, totalVertexCount);
                    Array.Resize(ref uvBuffer.Items, totalVertexCount);
                    Array.Resize(ref colorBuffer.Items, totalVertexCount);
                }
                vertexBuffer.Count = uvBuffer.Count = colorBuffer.Count = totalVertexCount;
            }
 
            // Populate Verts
            Color32 color = default(Color32);
 
            int vertexIndex = 0;
            float[] tempVerts = this.tempVerts;
            Vector2 bmin = this.meshBoundsMin;
            Vector2 bmax = this.meshBoundsMax;
 
            Vector3[] vbi = vertexBuffer.Items;
            Vector2[] ubi = uvBuffer.Items;
            Color32[] cbi = colorBuffer.Items;
            int lastSlotIndex = 0;
 
            // drawOrder[endSlot] is excluded
            for (int si = 0, n = instruction.submeshInstructions.Count; si < n; si++) {
                SubmeshInstruction submesh = instruction.submeshInstructions.Items[si];
                Skeleton skeleton = submesh.skeleton;
                Slot[] drawOrderItems = skeleton.DrawOrder.Items;
                float a = skeleton.A, r = skeleton.R, g = skeleton.G, b = skeleton.B;
 
                int endSlot = submesh.endSlot;
                int startSlot = submesh.startSlot;
                lastSlotIndex = endSlot;
 
                if (settings.tintBlack) {
                    Vector2 rg, b2;
                    int vi = vertexIndex;
                    b2.y = 1f;
 
                    PrepareOptionalUVBuffer(ref uv2, totalVertexCount);
                    PrepareOptionalUVBuffer(ref uv3, totalVertexCount);
 
                    Vector2[] uv2i = uv2.Items;
                    Vector2[] uv3i = uv3.Items;
 
                    for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
                        Slot slot = drawOrderItems[slotIndex];
                        if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                            || slot.A == 0f
#endif
                            ) continue;
                        Attachment attachment = slot.Attachment;
 
                        rg.x = slot.R2; //r
                        rg.y = slot.G2; //g
                        b2.x = slot.B2; //b
                        b2.y = 1.0f;
 
                        RegionAttachment regionAttachment = attachment as RegionAttachment;
                        if (regionAttachment != null) {
                            if (settings.pmaVertexColors) {
                                float alpha = a * slot.A * regionAttachment.A;
                                bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                                if (linearColorSpace && isAdditiveSlot)
                                    alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                                rg.x *= alpha;
                                rg.y *= alpha;
                                b2.x *= alpha;
                                b2.y = isAdditiveSlot ? 0 : alpha;
                            }
                            uv2i[vi] = rg; uv2i[vi + 1] = rg; uv2i[vi + 2] = rg; uv2i[vi + 3] = rg;
                            uv3i[vi] = b2; uv3i[vi + 1] = b2; uv3i[vi + 2] = b2; uv3i[vi + 3] = b2;
                            vi += 4;
                        } else { //} if (settings.renderMeshes) {
                            MeshAttachment meshAttachment = attachment as MeshAttachment;
                            if (meshAttachment != null) {
                                if (settings.pmaVertexColors) {
                                    float alpha = a * slot.A * meshAttachment.A;
                                    bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                                    if (linearColorSpace && isAdditiveSlot)
                                        alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                                    rg.x *= alpha;
                                    rg.y *= alpha;
                                    b2.x *= alpha;
                                    b2.y = isAdditiveSlot ? 0 : alpha;
                                }
                                int verticesArrayLength = meshAttachment.WorldVerticesLength;
                                for (int iii = 0; iii < verticesArrayLength; iii += 2) {
                                    uv2i[vi] = rg;
                                    uv3i[vi] = b2;
                                    vi++;
                                }
                            }
                        }
                    }
                }
 
                for (int slotIndex = startSlot; slotIndex < endSlot; slotIndex++) {
                    Slot slot = drawOrderItems[slotIndex];
                    if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                        || slot.A == 0f
#endif
                        ) continue;
                    Attachment attachment = slot.Attachment;
                    float z = slotIndex * settings.zSpacing;
 
                    RegionAttachment regionAttachment = attachment as RegionAttachment;
                    if (regionAttachment != null) {
                        regionAttachment.ComputeWorldVertices(slot, tempVerts, 0);
 
                        float x1 = tempVerts[RegionAttachment.BLX], y1 = tempVerts[RegionAttachment.BLY];
                        float x2 = tempVerts[RegionAttachment.ULX], y2 = tempVerts[RegionAttachment.ULY];
                        float x3 = tempVerts[RegionAttachment.URX], y3 = tempVerts[RegionAttachment.URY];
                        float x4 = tempVerts[RegionAttachment.BRX], y4 = tempVerts[RegionAttachment.BRY];
                        vbi[vertexIndex].x = x1; vbi[vertexIndex].y = y1; vbi[vertexIndex].z = z;
                        vbi[vertexIndex + 1].x = x4; vbi[vertexIndex + 1].y = y4; vbi[vertexIndex + 1].z = z;
                        vbi[vertexIndex + 2].x = x2; vbi[vertexIndex + 2].y = y2; vbi[vertexIndex + 2].z = z;
                        vbi[vertexIndex + 3].x = x3; vbi[vertexIndex + 3].y = y3; vbi[vertexIndex + 3].z = z;
 
                        if (settings.pmaVertexColors) {
                            float alpha = a * slot.A * regionAttachment.A;
                            bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                            if (linearColorSpace && isAdditiveSlot)
                                alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                            color.a = (byte)(alpha * 255);
                            color.r = (byte)(r * slot.R * regionAttachment.R * color.a);
                            color.g = (byte)(g * slot.G * regionAttachment.G * color.a);
                            color.b = (byte)(b * slot.B * regionAttachment.B * color.a);
                            if (canvasGroupTintBlack) color.a = 255;
                            else if (isAdditiveSlot) color.a = 0;
 
                        } else {
                            color.a = (byte)(a * slot.A * regionAttachment.A * 255);
                            color.r = (byte)(r * slot.R * regionAttachment.R * 255);
                            color.g = (byte)(g * slot.G * regionAttachment.G * 255);
                            color.b = (byte)(b * slot.B * regionAttachment.B * 255);
                        }
 
                        cbi[vertexIndex] = color; cbi[vertexIndex + 1] = color; cbi[vertexIndex + 2] = color; cbi[vertexIndex + 3] = color;
 
                        float[] regionUVs = regionAttachment.UVs;
                        ubi[vertexIndex].x = regionUVs[RegionAttachment.BLX]; ubi[vertexIndex].y = regionUVs[RegionAttachment.BLY];
                        ubi[vertexIndex + 1].x = regionUVs[RegionAttachment.BRX]; ubi[vertexIndex + 1].y = regionUVs[RegionAttachment.BRY];
                        ubi[vertexIndex + 2].x = regionUVs[RegionAttachment.ULX]; ubi[vertexIndex + 2].y = regionUVs[RegionAttachment.ULY];
                        ubi[vertexIndex + 3].x = regionUVs[RegionAttachment.URX]; ubi[vertexIndex + 3].y = regionUVs[RegionAttachment.URY];
 
                        if (x1 < bmin.x) bmin.x = x1; // Potential first attachment bounds initialization. Initial min should not block initial max. Same for Y below.
                        if (x1 > bmax.x) bmax.x = x1;
                        if (x2 < bmin.x) bmin.x = x2;
                        else if (x2 > bmax.x) bmax.x = x2;
                        if (x3 < bmin.x) bmin.x = x3;
                        else if (x3 > bmax.x) bmax.x = x3;
                        if (x4 < bmin.x) bmin.x = x4;
                        else if (x4 > bmax.x) bmax.x = x4;
 
                        if (y1 < bmin.y) bmin.y = y1;
                        if (y1 > bmax.y) bmax.y = y1;
                        if (y2 < bmin.y) bmin.y = y2;
                        else if (y2 > bmax.y) bmax.y = y2;
                        if (y3 < bmin.y) bmin.y = y3;
                        else if (y3 > bmax.y) bmax.y = y3;
                        if (y4 < bmin.y) bmin.y = y4;
                        else if (y4 > bmax.y) bmax.y = y4;
 
                        vertexIndex += 4;
                    } else { //if (settings.renderMeshes) {
                        MeshAttachment meshAttachment = attachment as MeshAttachment;
                        if (meshAttachment != null) {
                            int verticesArrayLength = meshAttachment.WorldVerticesLength;
                            if (tempVerts.Length < verticesArrayLength) this.tempVerts = tempVerts = new float[verticesArrayLength];
                            meshAttachment.ComputeWorldVertices(slot, tempVerts);
 
                            if (settings.pmaVertexColors) {
                                float alpha = a * slot.A * meshAttachment.A;
                                bool isAdditiveSlot = slot.Data.BlendMode == BlendMode.Additive;
#if LINEAR_COLOR_SPACE_FIX_ADDITIVE_ALPHA
                                if (linearColorSpace && isAdditiveSlot)
                                    alpha = Mathf.LinearToGammaSpace(alpha); // compensate GammaToLinear performed in shader
#endif
                                color.a = (byte)(alpha * 255);
                                color.r = (byte)(r * slot.R * meshAttachment.R * color.a);
                                color.g = (byte)(g * slot.G * meshAttachment.G * color.a);
                                color.b = (byte)(b * slot.B * meshAttachment.B * color.a);
                                if (canvasGroupTintBlack) color.a = 255;
                                else if (isAdditiveSlot) color.a = 0;
                            } else {
                                color.a = (byte)(a * slot.A * meshAttachment.A * 255);
                                color.r = (byte)(r * slot.R * meshAttachment.R * 255);
                                color.g = (byte)(g * slot.G * meshAttachment.G * 255);
                                color.b = (byte)(b * slot.B * meshAttachment.B * 255);
                            }
 
                            float[] attachmentUVs = meshAttachment.UVs;
 
                            // Potential first attachment bounds initialization. See conditions in RegionAttachment logic.
                            if (vertexIndex == 0) {
                                // Initial min should not block initial max.
                                // vi == vertexIndex does not always mean the bounds are fresh. It could be a submesh. Do not nuke old values by omitting the check.
                                // Should know that this is the first attachment in the submesh. slotIndex == startSlot could be an empty slot.
                                float fx = tempVerts[0], fy = tempVerts[1];
                                if (fx < bmin.x) bmin.x = fx;
                                if (fx > bmax.x) bmax.x = fx;
                                if (fy < bmin.y) bmin.y = fy;
                                if (fy > bmax.y) bmax.y = fy;
                            }
 
                            for (int iii = 0; iii < verticesArrayLength; iii += 2) {
                                float x = tempVerts[iii], y = tempVerts[iii + 1];
                                vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
                                cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
 
                                if (x < bmin.x) bmin.x = x;
                                else if (x > bmax.x) bmax.x = x;
 
                                if (y < bmin.y) bmin.y = y;
                                else if (y > bmax.y) bmax.y = y;
 
                                vertexIndex++;
                            }
                        }
                    }
                }
            }
 
            this.meshBoundsMin = bmin;
            this.meshBoundsMax = bmax;
            this.meshBoundsThickness = lastSlotIndex * settings.zSpacing;
 
            int submeshInstructionCount = instruction.submeshInstructions.Count;
            submeshes.Count = submeshInstructionCount;
 
            // Add triangles
            if (updateTriangles) {
                // Match submesh buffers count with submeshInstruction count.
                if (this.submeshes.Items.Length < submeshInstructionCount) {
                    this.submeshes.Resize(submeshInstructionCount);
                    for (int i = 0, n = submeshInstructionCount; i < n; i++) {
                        ExposedList<int> submeshBuffer = this.submeshes.Items[i];
                        if (submeshBuffer == null)
                            this.submeshes.Items[i] = new ExposedList<int>();
                        else
                            submeshBuffer.Clear(false);
                    }
                }
 
                SubmeshInstruction[] submeshInstructionsItems = instruction.submeshInstructions.Items; // This relies on the resize above.
 
                // Fill the buffers.
                int attachmentFirstVertex = 0;
                for (int smbi = 0; smbi < submeshInstructionCount; smbi++) {
                    SubmeshInstruction submeshInstruction = submeshInstructionsItems[smbi];
                    ExposedList<int> currentSubmeshBuffer = this.submeshes.Items[smbi];
                    { //submesh.Resize(submesh.rawTriangleCount);
                        int newTriangleCount = submeshInstruction.rawTriangleCount;
                        if (newTriangleCount > currentSubmeshBuffer.Items.Length)
                            Array.Resize(ref currentSubmeshBuffer.Items, newTriangleCount);
                        else if (newTriangleCount < currentSubmeshBuffer.Items.Length) {
                            // Zero the extra.
                            int[] sbi = currentSubmeshBuffer.Items;
                            for (int ei = newTriangleCount, nn = sbi.Length; ei < nn; ei++)
                                sbi[ei] = 0;
                        }
                        currentSubmeshBuffer.Count = newTriangleCount;
                    }
 
                    int[] tris = currentSubmeshBuffer.Items;
                    int triangleIndex = 0;
                    Skeleton skeleton = submeshInstruction.skeleton;
                    Slot[] drawOrderItems = skeleton.DrawOrder.Items;
                    for (int slotIndex = submeshInstruction.startSlot, endSlot = submeshInstruction.endSlot; slotIndex < endSlot; slotIndex++) {
                        Slot slot = drawOrderItems[slotIndex];
                        if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
                            || slot.A == 0f
#endif
                            ) continue;
 
                        Attachment attachment = drawOrderItems[slotIndex].Attachment;
                        if (attachment is RegionAttachment) {
                            tris[triangleIndex] = attachmentFirstVertex;
                            tris[triangleIndex + 1] = attachmentFirstVertex + 2;
                            tris[triangleIndex + 2] = attachmentFirstVertex + 1;
                            tris[triangleIndex + 3] = attachmentFirstVertex + 2;
                            tris[triangleIndex + 4] = attachmentFirstVertex + 3;
                            tris[triangleIndex + 5] = attachmentFirstVertex + 1;
                            triangleIndex += 6;
                            attachmentFirstVertex += 4;
                            continue;
                        }
                        MeshAttachment meshAttachment = attachment as MeshAttachment;
                        if (meshAttachment != null) {
                            int[] attachmentTriangles = meshAttachment.Triangles;
                            for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
                                tris[triangleIndex] = attachmentFirstVertex + attachmentTriangles[ii];
                            attachmentFirstVertex += meshAttachment.WorldVerticesLength >> 1; // length/2;
                        }
                    }
                }
            }
#endif // SPINE_TRIANGLECHECK
        }
 
        public void ScaleVertexData (float scale) {
            Vector3[] vbi = vertexBuffer.Items;
            for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
#if MANUALLY_INLINE_VECTOR_OPERATORS
                vbi[i].x *= scale;
                vbi[i].y *= scale;
                vbi[i].z *= scale;
#else
                vbi[i] *= scale;
#endif
            }
 
            meshBoundsMin *= scale;
            meshBoundsMax *= scale;
            meshBoundsThickness *= scale;
        }
 
        public void ScaleAndOffsetVertexData (float scale, Vector2 offset2D) {
            Vector3 offset = new Vector3(offset2D.x, offset2D.y);
            Vector3[] vbi = vertexBuffer.Items;
            for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
#if MANUALLY_INLINE_VECTOR_OPERATORS
                vbi[i].x = vbi[i].x * scale + offset.x;
                vbi[i].y = vbi[i].y * scale + offset.y;
                vbi[i].z = vbi[i].z * scale + offset.z;
#else
                vbi[i] = vbi[i] * scale + offset;
#endif
            }
 
            meshBoundsMin *= scale;
            meshBoundsMax *= scale;
            meshBoundsMin += offset2D;
            meshBoundsMax += offset2D;
            meshBoundsThickness *= scale;
        }
 
        public Bounds GetMeshBounds () {
            if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
                return new Bounds();
            } else {
                //mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
                float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f;
                float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f;
                return new Bounds {
                    center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight),
                    extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f)
                };
            }
        }
 
        void AddAttachmentTintBlack (float r2, float g2, float b2, float a, int vertexCount) {
            Vector2 rg = new Vector2(r2, g2);
            Vector2 bo = new Vector2(b2, a);
 
            int ovc = vertexBuffer.Count;
            int newVertexCount = ovc + vertexCount;
 
            PrepareOptionalUVBuffer(ref uv2, newVertexCount);
            PrepareOptionalUVBuffer(ref uv3, newVertexCount);
 
            Vector2[] uv2i = uv2.Items;
            Vector2[] uv3i = uv3.Items;
            for (int i = 0; i < vertexCount; i++) {
                uv2i[ovc + i] = rg;
                uv3i[ovc + i] = bo;
            }
        }
 
        void PrepareOptionalUVBuffer (ref ExposedList<Vector2> uvBuffer, int vertexCount) {
            if (uvBuffer == null) {
                uvBuffer = new ExposedList<Vector2>();
            }
            if (vertexCount > uvBuffer.Items.Length) { // Manual ExposedList.Resize()
                Array.Resize(ref uvBuffer.Items, vertexCount);
            }
            uvBuffer.Count = vertexCount;
        }
 
        void ResizeOptionalUVBuffer (ref ExposedList<Vector2> uvBuffer, int vertexCount) {
            if (uvBuffer != null) {
                if (vertexCount != uvBuffer.Items.Length) {
                    Array.Resize(ref uvBuffer.Items, vertexCount);
                    uvBuffer.Count = vertexCount;
                }
            }
        }
        #endregion
 
        #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
        public void FillVertexData (Mesh mesh) {
            Vector3[] vbi = vertexBuffer.Items;
            Vector2[] ubi = uvBuffer.Items;
            Color32[] cbi = colorBuffer.Items;
            int vbiLength = vbi.Length;
 
            // Zero the extra.
            {
                int listCount = vertexBuffer.Count;
                // unfortunately even non-indexed vertices are still used by Unity's bounds computation,
                // (considered a Unity bug), thus avoid Vector3.zero and use last vertex instead.
                Vector3 extraVertex = listCount == 0 ? Vector3.zero : vbi[listCount - 1];
                for (int i = listCount; i < vbiLength; i++)
                    vbi[i] = extraVertex;
            }
 
            // Set the vertex buffer.
            {
                mesh.vertices = vbi;
                mesh.uv = ubi;
                mesh.colors32 = cbi;
                mesh.bounds = GetMeshBounds();
            }
 
            {
                if (settings.addNormals) {
                    int oldLength = 0;
 
                    if (normals == null)
                        normals = new Vector3[vbiLength];
                    else
                        oldLength = normals.Length;
 
                    if (oldLength != vbiLength) {
                        Array.Resize(ref this.normals, vbiLength);
                        Vector3[] localNormals = this.normals;
                        for (int i = oldLength; i < vbiLength; i++) localNormals[i] = Vector3.back;
                    }
                    mesh.normals = this.normals;
                }
 
                // Sometimes, the vertex buffer becomes smaller. We need to trim the size of
                // the uv2 and uv3 buffers (used for tint black) to match.
                ResizeOptionalUVBuffer(ref uv2, vbiLength);
                ResizeOptionalUVBuffer(ref uv3, vbiLength);
                mesh.uv2 = this.uv2 == null ? null : this.uv2.Items;
                mesh.uv3 = this.uv3 == null ? null : this.uv3.Items;
            }
        }
 
        public void FillLateVertexData (Mesh mesh) {
            if (settings.calculateTangents) {
                int vertexCount = this.vertexBuffer.Count;
                ExposedList<int>[] sbi = submeshes.Items;
                int submeshCount = submeshes.Count;
                Vector3[] vbi = vertexBuffer.Items;
                Vector2[] ubi = uvBuffer.Items;
 
                MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount, vbi.Length);
                for (int i = 0; i < submeshCount; i++) {
                    int[] submesh = sbi[i].Items;
                    int triangleCount = sbi[i].Count;
                    MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
                }
                MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
                mesh.tangents = this.tangents;
            }
        }
 
        public void FillTriangles (Mesh mesh) {
            int submeshCount = submeshes.Count;
            ExposedList<int>[] submeshesItems = submeshes.Items;
            mesh.subMeshCount = submeshCount;
 
            for (int i = 0; i < submeshCount; i++)
#if MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
                mesh.SetTriangles(submeshesItems[i].Items, 0, submeshesItems[i].Count, i, false);
#else
                mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
        }
        #endregion
 
        public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
            if (minimumVertexCount > vertexBuffer.Items.Length) {
                Array.Resize(ref vertexBuffer.Items, minimumVertexCount);
                Array.Resize(ref uvBuffer.Items, minimumVertexCount);
                Array.Resize(ref colorBuffer.Items, minimumVertexCount);
 
                if (inlcudeTintBlack) {
                    if (uv2 == null) {
                        uv2 = new ExposedList<Vector2>(minimumVertexCount);
                        uv3 = new ExposedList<Vector2>(minimumVertexCount);
                    }
                    uv2.Resize(minimumVertexCount);
                    uv3.Resize(minimumVertexCount);
                }
 
                if (includeNormals) {
                    if (normals == null)
                        normals = new Vector3[minimumVertexCount];
                    else
                        Array.Resize(ref normals, minimumVertexCount);
 
                }
 
                if (includeTangents) {
                    if (tangents == null)
                        tangents = new Vector4[minimumVertexCount];
                    else
                        Array.Resize(ref tangents, minimumVertexCount);
                }
            }
        }
 
        /// <summary>Trims internal buffers to reduce the resulting mesh data stream size.</summary>
        public void TrimExcess () {
            vertexBuffer.TrimExcess();
            uvBuffer.TrimExcess();
            colorBuffer.TrimExcess();
 
            if (uv2 != null) uv2.TrimExcess();
            if (uv3 != null) uv3.TrimExcess();
 
            int vbiLength = vertexBuffer.Items.Length;
            if (normals != null) Array.Resize(ref normals, vbiLength);
            if (tangents != null) Array.Resize(ref tangents, vbiLength);
        }
 
        #region TangentSolver2D
        // Thanks to contributions from forum user ToddRivers
 
        /// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
        /// <param name="tangentBuffer">Eventual Vector4[] tangent buffer to assign to Mesh.tangents.</param>
        /// <param name="tempTanBuffer">Temporary Vector2 buffer for calculating directions.</param>
        /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
        internal static void SolveTangents2DEnsureSize (ref Vector4[] tangentBuffer, ref Vector2[] tempTanBuffer, int vertexCount, int vertexBufferLength) {
            if (tangentBuffer == null || tangentBuffer.Length != vertexBufferLength)
                tangentBuffer = new Vector4[vertexBufferLength];
 
            if (tempTanBuffer == null || tempTanBuffer.Length < vertexCount * 2)
                tempTanBuffer = new Vector2[vertexCount * 2]; // two arrays in one.
        }
 
        /// <summary>Step 2 of solving tangents. Fills (part of) a temporary tangent-solution buffer based on the vertices and uvs defined by a submesh's triangle buffer. Only needs to be called once for single-submesh meshes.</summary>
        /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
        /// <param name="vertices">The mesh's current vertex position buffer.</param>
        /// <param name="triangles">The mesh's current triangles buffer.</param>
        /// <param name="uvs">The mesh's current uvs buffer.</param>
        /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
        /// <param name = "triangleCount">The number of triangle indexes in the triangle array to be used.</param>
        internal static void SolveTangents2DTriangles (Vector2[] tempTanBuffer, int[] triangles, int triangleCount, Vector3[] vertices, Vector2[] uvs, int vertexCount) {
            Vector2 sdir;
            Vector2 tdir;
            for (int t = 0; t < triangleCount; t += 3) {
                int i1 = triangles[t + 0];
                int i2 = triangles[t + 1];
                int i3 = triangles[t + 2];
 
                Vector3 v1 = vertices[i1];
                Vector3 v2 = vertices[i2];
                Vector3 v3 = vertices[i3];
 
                Vector2 w1 = uvs[i1];
                Vector2 w2 = uvs[i2];
                Vector2 w3 = uvs[i3];
 
                float x1 = v2.x - v1.x;
                float x2 = v3.x - v1.x;
                float y1 = v2.y - v1.y;
                float y2 = v3.y - v1.y;
 
                float s1 = w2.x - w1.x;
                float s2 = w3.x - w1.x;
                float t1 = w2.y - w1.y;
                float t2 = w3.y - w1.y;
 
                float div = s1 * t2 - s2 * t1;
                float r = (div == 0f) ? 0f : 1f / div;
 
                sdir.x = (t2 * x1 - t1 * x2) * r;
                sdir.y = (t2 * y1 - t1 * y2) * r;
                tempTanBuffer[i1] = tempTanBuffer[i2] = tempTanBuffer[i3] = sdir;
 
                tdir.x = (s1 * x2 - s2 * x1) * r;
                tdir.y = (s1 * y2 - s2 * y1) * r;
                tempTanBuffer[vertexCount + i1] = tempTanBuffer[vertexCount + i2] = tempTanBuffer[vertexCount + i3] = tdir;
            }
        }
 
        /// <summary>Step 3 of solving tangents. Fills a Vector4[] tangents array according to values calculated in step 2.</summary>
        /// <param name="tangents">A Vector4[] that will eventually be used to set Mesh.tangents</param>
        /// <param name="tempTanBuffer">A temporary Vector3[] for calculating tangents.</param>
        /// <param name="vertexCount">Number of vertices that require tangents (or the size of the vertex array)</param>
        internal static void SolveTangents2DBuffer (Vector4[] tangents, Vector2[] tempTanBuffer, int vertexCount) {
            Vector4 tangent;
            tangent.z = 0;
            for (int i = 0; i < vertexCount; ++i) {
                Vector2 t = tempTanBuffer[i];
 
                // t.Normalize() (aggressively inlined). Even better if offloaded to GPU via vertex shader.
                float magnitude = Mathf.Sqrt(t.x * t.x + t.y * t.y);
                if (magnitude > 1E-05) {
                    float reciprocalMagnitude = 1f / magnitude;
                    t.x *= reciprocalMagnitude;
                    t.y *= reciprocalMagnitude;
                }
 
                Vector2 t2 = tempTanBuffer[vertexCount + i];
                tangent.x = t.x;
                tangent.y = t.y;
                //tangent.z = 0;
                tangent.w = (t.y * t2.x > t.x * t2.y) ? 1 : -1; // 2D direction calculation. Used for binormals.
                tangents[i] = tangent;
            }
        }
        #endregion
 
        #region AttachmentRendering
        static List<Vector3> AttachmentVerts = new List<Vector3>();
        static List<Vector2> AttachmentUVs = new List<Vector2>();
        static List<Color32> AttachmentColors32 = new List<Color32>();
        static List<int> AttachmentIndices = new List<int>();
 
        /// <summary>Fills mesh vertex data to render a RegionAttachment.</summary>
        public static void FillMeshLocal (Mesh mesh, RegionAttachment regionAttachment) {
            if (mesh == null) return;
            if (regionAttachment == null) return;
 
            AttachmentVerts.Clear();
            float[] offsets = regionAttachment.Offset;
            AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BLX], offsets[RegionAttachment.BLY]));
            AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.ULX], offsets[RegionAttachment.ULY]));
            AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.URX], offsets[RegionAttachment.URY]));
            AttachmentVerts.Add(new Vector3(offsets[RegionAttachment.BRX], offsets[RegionAttachment.BRY]));
 
            AttachmentUVs.Clear();
            float[] uvs = regionAttachment.UVs;
            AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.ULX], uvs[RegionAttachment.ULY]));
            AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.URX], uvs[RegionAttachment.URY]));
            AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BRX], uvs[RegionAttachment.BRY]));
            AttachmentUVs.Add(new Vector2(uvs[RegionAttachment.BLX], uvs[RegionAttachment.BLY]));
 
            AttachmentColors32.Clear();
            Color32 c = (Color32)(new Color(regionAttachment.R, regionAttachment.G, regionAttachment.B, regionAttachment.A));
            for (int i = 0; i < 4; i++)
                AttachmentColors32.Add(c);
 
            AttachmentIndices.Clear();
            AttachmentIndices.AddRange(new[] { 0, 2, 1, 0, 3, 2 });
 
            mesh.Clear();
            mesh.name = regionAttachment.Name;
            mesh.SetVertices(AttachmentVerts);
            mesh.SetUVs(0, AttachmentUVs);
            mesh.SetColors(AttachmentColors32);
            mesh.SetTriangles(AttachmentIndices, 0);
            mesh.RecalculateBounds();
 
            AttachmentVerts.Clear();
            AttachmentUVs.Clear();
            AttachmentColors32.Clear();
            AttachmentIndices.Clear();
        }
 
        public static void FillMeshLocal (Mesh mesh, MeshAttachment meshAttachment, SkeletonData skeletonData) {
            if (mesh == null) return;
            if (meshAttachment == null) return;
            int vertexCount = meshAttachment.WorldVerticesLength / 2;
 
            AttachmentVerts.Clear();
            if (meshAttachment.IsWeighted()) {
                int count = meshAttachment.WorldVerticesLength;
                int[] meshAttachmentBones = meshAttachment.Bones;
                int v = 0;
 
                float[] vertices = meshAttachment.Vertices;
                for (int w = 0, b = 0; w < count; w += 2) {
                    float wx = 0, wy = 0;
                    int n = meshAttachmentBones[v++];
                    n += v;
                    for (; v < n; v++, b += 3) {
                        BoneMatrix bm = BoneMatrix.CalculateSetupWorld(skeletonData.Bones.Items[meshAttachmentBones[v]]);
                        float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
                        wx += (vx * bm.a + vy * bm.b + bm.x) * weight;
                        wy += (vx * bm.c + vy * bm.d + bm.y) * weight;
                    }
                    AttachmentVerts.Add(new Vector3(wx, wy));
                }
            } else {
                float[] localVerts = meshAttachment.Vertices;
                Vector3 pos = default(Vector3);
                for (int i = 0; i < vertexCount; i++) {
                    int ii = i * 2;
                    pos.x = localVerts[ii];
                    pos.y = localVerts[ii + 1];
                    AttachmentVerts.Add(pos);
                }
            }
 
            float[] uvs = meshAttachment.UVs;
            Vector2 uv = default(Vector2);
            Color32 c = (Color32)(new Color(meshAttachment.R, meshAttachment.G, meshAttachment.B, meshAttachment.A));
            AttachmentUVs.Clear();
            AttachmentColors32.Clear();
            for (int i = 0; i < vertexCount; i++) {
                int ii = i * 2;
                uv.x = uvs[ii];
                uv.y = uvs[ii + 1];
                AttachmentUVs.Add(uv);
 
                AttachmentColors32.Add(c);
            }
 
            AttachmentIndices.Clear();
            AttachmentIndices.AddRange(meshAttachment.Triangles);
 
            mesh.Clear();
            mesh.name = meshAttachment.Name;
            mesh.SetVertices(AttachmentVerts);
            mesh.SetUVs(0, AttachmentUVs);
            mesh.SetColors(AttachmentColors32);
            mesh.SetTriangles(AttachmentIndices, 0);
            mesh.RecalculateBounds();
 
            AttachmentVerts.Clear();
            AttachmentUVs.Clear();
            AttachmentColors32.Clear();
            AttachmentIndices.Clear();
        }
        #endregion
    }
}