uvs property
Pointer<Float> ?
get
uvs
Implementation
Pointer<Float>? get uvs {
final result = SpineBindings.bindings.spine_render_command_get_uvs(_ptr);
return result;
}
Pointer<Float>? get uvs {
final result = SpineBindings.bindings.spine_render_command_get_uvs(_ptr);
return result;
}