Example #1
0
        /// <remarks>
        /// When textures that have been previously allowed into the atlas manager change, or if the project color
        /// space changes, this method MUST be called. Textures that had been previously accepted into the atlas may
        /// now be refused, and previously refused textures may now be accepted.
        /// </remarks>
        public void Reset()
        {
            if (disposed)
            {
                LogDisposeError();
                return;
            }

            s_MarkerReset.Begin();

            m_Blitter.Reset();
            m_UVs.Clear();
            m_Allocator      = new UIRAtlasAllocator(m_InitialSize, 4096, m_1SidePadding);
            m_ForceReblitAll = false;
            m_ColorSpace     = QualitySettings.activeColorSpace;
            UIRUtility.Destroy(atlas);

            s_MarkerReset.End();

            m_ResetVersion = s_GlobalResetVersion;
        }
Example #2
0
        /// <remarks>
        /// When textures that have been previously allowed into the atlas manager change, or if the project color
        /// space changes, this method MUST be called. Textures that had been previously accepted into the atlas may
        /// now be refused, and previously refused textures may now be accepted.
        /// </remarks>
        public void Reset()
        {
            if (disposed)
            {
                LogDisposeError();
                return;
            }

            s_ResetSampler.Begin();

            m_Blitter.Reset();
            m_UVs.Clear();
            m_Allocator      = new UIRAtlasAllocator(64, 4096);
            m_ForceReblitAll = false;
            m_ColorSpace     = QualitySettings.activeColorSpace;
            UIRUtility.Destroy(atlas);

            s_ResetSampler.End();

            m_ResetVersion = s_GlobalResetVersion;
        }
        public void Commit()
        {
            if (disposed)
            {
                LogDisposeError();
                return;
            }

            UpdateAtlasTexture();

            if (m_ForceReblitAll)
            {
                m_ForceReblitAll = false;
                m_Blitter.Reset();
                foreach (KeyValuePair <Texture2D, RectInt> kvp in m_UVs)
                {
                    m_Blitter.QueueBlit(kvp.Key, new RectInt(0, 0, kvp.Key.width, kvp.Key.height), new Vector2Int(kvp.Value.x, kvp.Value.y), true, Color.white);
                }
            }

            m_Blitter.Commit(atlas);
        }