// Called after update is done. public void Reset() { forceDirty = false; preset = colormap.preset; colormapPrecision = colormap.colormapPrecision; numberOfColors = colormap.numberOfColors; }
public Colormap() { palette = new Color32[256]; numberOfColors = 16; usedColors = new bool[256]; colormapPrecision = ColormapPrecision.Medium; initialized = false; }
public ColormapCalculator(ColormapPrecision precision, Color32[] palette, bool[] usedColors, int numColors, System.Action doneCallback) { this.precision = precision; this.palette = palette; this.usedColors = usedColors; this.doneCallback = doneCallback; this.numColors = numColors; progress = 0; pixelProgress = 0; SetupPixelBuffer(); }
public Colormap() { preset = PalettePresets.PresetName.Classic1; palette = new Color[256]; numberOfColors = 16; usedColors = new bool[256]; colormapPrecision = ColormapPrecision.Medium; initialized = false; PalettePresets.SetPalette(preset, this); }
public static int GetPrecisionColorsteps(ColormapPrecision precision) { switch (precision) { case ColormapPrecision.Low: return(16); case ColormapPrecision.Medium: return(32); case ColormapPrecision.High: return(64); case ColormapPrecision.Overkill: return(128); case ColormapPrecision.StupidOverkill: return(256); default: return(16); } }