public DecompressUv ( Vector2 uv ) : Vector2 | ||
uv | Vector2 | The texture coordinates to decompress. |
return | Vector2 |
/// <summary> /// Decompresses vertex data in-place. /// </summary> /// <param name="vertices">The vertices to decompress in-place.</param> /// <param name="compressor">The compressor to use.</param> private static void DecompressVertices(IEnumerable<ObjVertex> vertices, VertexCompressor compressor) { foreach (var vertex in vertices) { vertex.Position = compressor.DecompressPosition(vertex.Position); vertex.TexCoords = compressor.DecompressUv(vertex.TexCoords); } }
/// <summary> /// Decompresses vertex data in-place. /// </summary> /// <param name="vertices">The vertices to decompress in-place.</param> /// <param name="compressor">The compressor to use.</param> private static void DecompressVertices(IEnumerable <ObjVertex> vertices, VertexCompressor compressor) { foreach (var vertex in vertices) { vertex.Position = compressor.DecompressPosition(vertex.Position); vertex.TexCoords = compressor.DecompressUv(vertex.TexCoords); } }
/// <summary> /// Decompresses vertex data in-place. /// </summary> /// <param name="vertices">The vertices to decompress in-place.</param> /// <param name="compressor">The compressor to use.</param> private static void DecompressVertices(IEnumerable <GenericVertex> vertices, VertexCompressor compressor) { if (compressor == null) { return; } foreach (var vertex in vertices) { vertex.Position = ToVector3D(compressor.DecompressPosition(new RealQuaternion(vertex.Position.X, vertex.Position.Y, vertex.Position.Z, 1))); vertex.TexCoords = ToVector3D(compressor.DecompressUv(new RealVector2d(vertex.TexCoords.X, vertex.TexCoords.Y))); } }