Beispiel #1
0
        /// <inheritdoc />
        public void CreateTexture(out Texture2D texture)
        {
            texture = new Texture2D(Width, Height, UnityEngine.TextureFormat.RGBA32, false);

            byte[] colors = new byte[Width * Height * 4];

            for (int i = 0, j = 0; i < ColorIndexes.Length; i++)
            {
                colors[j++] = ColorPalette[ColorIndexes[i]].r;
                colors[j++] = ColorPalette[ColorIndexes[i]].g;
                colors[j++] = ColorPalette[ColorIndexes[i]].b;
                colors[j++] = ColorPalette[ColorIndexes[i]].a;
            }

            texture.LoadRawTextureData(TextureUtility.FlipBytes(colors, (ushort)Width, (ushort)Height, 4));

            texture.Apply();
        }
Beispiel #2
0
        /// <inheritdoc />
        public Texture2D CreateTexture()
        {
            byte[] textureBytes = new byte[Width * Height * 3];

            for (int i = 0, j = 0; i < ImageData.Length; i++)
            {
                textureBytes[j++] = Palette[ImageData[i]].r;
                textureBytes[j++] = Palette[ImageData[i]].g;
                textureBytes[j++] = Palette[ImageData[i]].b;
            }

            Texture2D texture = new Texture2D(Width, Height, UnityEngine.TextureFormat.RGB24, false);

            texture.LoadRawTextureData(TextureUtility.FlipBytes(textureBytes, Width, Height, 3));

            texture.Apply();

            return(texture);
        }
Beispiel #3
0
 /// <inheritdoc />
 public override byte[] FlipBytes(byte[] inputBytes, ushort imageWidth, ushort imageHeight)
 {
     return(TextureUtility.FlipBytes(inputBytes, imageWidth, imageHeight, 2));
 }