I'm using computeWorldVertices() on my MeshAttachments and it works fine until I use a linkedmesh in which case it doesn't do anything because mesh.worldVerticesLength is 0.
Is this the expected behavior?
My workaround has been to use computeWorldVerticesWith() with mesh.worldVertices.length instead.
Another workaround is to change
/core/src/attachments/MeshAttachments:51
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
this.worldVertices = Utils.newFloatArray(worldVerticesLength);
to
if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength) {
this.worldVertices = Utils.newFloatArray(worldVerticesLength);
this.worldVerticesLength = worldVerticesLength;
}
But I'm not sure what side effects this might have...
I have only tested this on the spine-ts runtime but it could be a general issue.