vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {
parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {
vertices[i] = Float.parseFloat(polygonStrings[i]); return new PolygonRegion(textureRegion, vertices, triangulator.computeTriangles(vertices).toArray());
parts.add(snapToGrid(verts)); ShortArray arr = triangulator.computeTriangles(verts); indices.add(arr.toArray()); } else {