void UpdateVertices()
{
if(m_DirtyVertices)
{
if(mode == SpriteMeshEditorWindow.Mode.Blendshapes && selectedBlendshape)
{
m_CurrentTexVertices = GetBlendshapePositions(selectedBlendshape, blendShapeWeight);
}else{
m_CurrentTexVertices = m_TexVertices.ToList();
}
m_DirtyVertices = false;
}
}