/// <summary>Creates our stacks.</summary> public static void Start() { // What's the max available texture size? All screens allow textures that fill them, so we'll base this off the screen size. int size = Screen.width; if (Screen.height > size) { size = Screen.height; } // Setup the major shader: DynamicMesh.UIShader = Shader.Find("StandardUI Unlit"); // Create the global material: GlobalMaterial = new Material(DynamicMesh.UIShader); // Round size up to the nearest multiple of 2. int power = 1; while (power < size) { power *= 2; } RawMaxSize = power; if (SystemInfo.maxTextureSize > RawMaxSize) { // This isn't always avaiable (or gets set to -1) RawMaxSize = SystemInfo.maxTextureSize; } if (InitialSize > RawMaxSize) { InitialSize = RawMaxSize; } // Create our stacks: Text = new AtlasStack(TextureFormat.Alpha8, InitialSize); Text.LockFilterMode(FilterMode.Bilinear); Text.Mode = AtlasingMode.Columns; Text.Spacing = RawTextSpacing; // Cache=new AtlasStack(InitialSize); Graphics = new AtlasStack(InitialSize); Graphics.Spacing = RawGraphicsSpacing; if (RawGraphicsSpacing != 0) { // Column mode works best when spacing is active: Graphics.Mode = AtlasingMode.Columns; } }
/// <summary>Creates our stacks.</summary> public static void Start() { // What's the max available texture size? All screens allow textures that fill them, so we'll base this off the screen size. int size = UnityEngine.Screen.width; if (UnityEngine.Screen.height > size) { size = UnityEngine.Screen.height; } // Round size up to the nearest multiple of 2. int power = 1; while (power < size) { power *= 2; } RawMaxSize = power; if (SystemInfo.maxTextureSize > RawMaxSize) { // This isn't always avaiable (or gets set to -1) RawMaxSize = SystemInfo.maxTextureSize; } if (InitialSize > RawMaxSize) { InitialSize = RawMaxSize; } // Create our stacks: // Alpha8 not supported by ReadPixels - have to use CPU copy mode :( Text = new AtlasStack(TextureFormat.ARGB32, InitialSize); // Blaze.TextureCameras.CPUCopyMode=true; // Text.CPUAccess=true; Text.LockFilterMode(FilterMode.Bilinear); Text.Mode = AtlasingMode.Columns; Text.Spacing = RawTextSpacing; // Cache=new AtlasStack(InitialSize); Graphics = new AtlasStack(InitialSize); Graphics.Spacing = RawGraphicsSpacing; if (RawGraphicsSpacing != 0) { // Column mode works best when spacing is active: Graphics.Mode = AtlasingMode.Columns; } }