Ejemplo n.º 1
0
 public ImageSharpTexture(Image <Rgba32> image, bool mipmap = true)
 {
     if (mipmap)
     {
         Images = MipmapHelper.GenerateMipmaps(image);
     }
     else
     {
         Images = new Image <Rgba32>[] { image };
     }
 }
Ejemplo n.º 2
0
 public ImageSharpTexture(Image <Rgba32> image, bool mipmap, bool srgb)
 {
     Format = srgb ? PixelFormat.R8_G8_B8_A8_UNorm_SRgb : PixelFormat.R8_G8_B8_A8_UNorm;
     if (mipmap)
     {
         Images = MipmapHelper.GenerateMipmaps(image);
     }
     else
     {
         Images = new Image <Rgba32>[] { image };
     }
 }
Ejemplo n.º 3
0
        public ImageSharpCubemapTexture(
            Image <Rgba32> positiveX,
            Image <Rgba32> negativeX,
            Image <Rgba32> positiveY,
            Image <Rgba32> negativeY,
            Image <Rgba32> positiveZ,
            Image <Rgba32> negativeZ,
            bool mipmap = true)
        {
            CubemapTextures = new Image <Rgba32> [6][];
            if (mipmap)
            {
                CubemapTextures[0] = MipmapHelper.GenerateMipmaps(positiveX);
                CubemapTextures[1] = MipmapHelper.GenerateMipmaps(negativeX);
                CubemapTextures[2] = MipmapHelper.GenerateMipmaps(positiveY);
                CubemapTextures[3] = MipmapHelper.GenerateMipmaps(negativeY);
                CubemapTextures[4] = MipmapHelper.GenerateMipmaps(positiveZ);
                CubemapTextures[5] = MipmapHelper.GenerateMipmaps(negativeZ);
            }

            else
            {
                CubemapTextures[0] = new Image <Rgba32>[1] {
                    positiveX
                };
                CubemapTextures[1] = new Image <Rgba32>[1] {
                    negativeX
                };
                CubemapTextures[2] = new Image <Rgba32>[1] {
                    positiveY
                };
                CubemapTextures[3] = new Image <Rgba32>[1] {
                    negativeY
                };
                CubemapTextures[4] = new Image <Rgba32>[1] {
                    positiveZ
                };
                CubemapTextures[5] = new Image <Rgba32>[1] {
                    negativeZ
                };
            }
        }