// Use this for initialization void Start() { if (SVGFile != null) { Stopwatch w = new Stopwatch(); w.Reset(); w.Start(); ISVGDevice device; if(useFastButBloatedRenderer) device = new SVGDeviceFast(); else device = new SVGDeviceSmall(); m_implement = new Implement(this.SVGFile, device); w.Stop(); long c = w.ElapsedMilliseconds; w.Reset(); w.Start(); m_implement.StartProcess(); w.Stop(); long p = w.ElapsedMilliseconds; w.Reset(); w.Start(); renderer.material.mainTexture = m_implement.GetTexture(); w.Stop(); long r = w.ElapsedMilliseconds; UnityEngine.Debug.Log("Construction: " + Format(c) + ", Processing: " + Format(p) + ", Rendering: " + Format(r)); Vector2 ts = renderer.material.mainTextureScale; ts.x *= -1; renderer.material.mainTextureScale = ts; renderer.material.mainTexture.filterMode = FilterMode.Trilinear; } }
private void Start() { //yield return new WaitForSeconds(0.1f); if (SVGFile != null) { Stopwatch w = new Stopwatch(); w.Reset(); w.Start(); ISVGDevice device; if (useFastButBloatedRenderer) { device = new SVGDeviceFast(); } else { device = new SVGDeviceSmall(); } var implement = new Implement(SVGFile, device); w.Stop(); long c = w.ElapsedMilliseconds; w.Reset(); w.Start(); implement.StartProcess(); w.Stop(); long p = w.ElapsedMilliseconds; w.Reset(); w.Start(); var myRenderer = GetComponent <Renderer>(); myRenderer.material.mainTexture = implement.GetTexture(); w.Stop(); long r = w.ElapsedMilliseconds; UnityEngine.Debug.LogFormat("Construction: {0} ms, Processing: {1} ms, Rendering: {2} ms", c, p, r); Vector2 ts = myRenderer.material.mainTextureScale; ts.x *= -1; myRenderer.material.mainTextureScale = ts; myRenderer.material.mainTexture.filterMode = FilterMode.Trilinear; } }
private void Start() { //yield return new WaitForSeconds(0.1f); if (SVGFile != null) { Stopwatch w = new Stopwatch(); w.Reset(); w.Start(); ISVGDevice device; if (fastRenderer) { device = new SVGDeviceFast(); } else { device = new SVGDeviceSmall(); } var implement = new Implement(SVGFile, device); w.Stop(); long c = w.ElapsedMilliseconds; w.Reset(); w.Start(); implement.StartProcess(); w.Stop(); long p = w.ElapsedMilliseconds; w.Reset(); w.Start(); var myRenderer = GetComponent <Renderer>(); var result = implement.GetTexture(); result.wrapMode = wrapMode; result.filterMode = filterMode; result.anisoLevel = anisoLevel; myRenderer.material.mainTexture = result; w.Stop(); long r = w.ElapsedMilliseconds; UnityEngine.Debug.LogFormat("Construction: {0} ms, Processing: {1} ms, Rendering: {2} ms", c, p, r); } }
// Use this for initialization void Start() { if (SVGFile != null) { Stopwatch w = new Stopwatch(); w.Reset(); w.Start(); ISVGDevice device; if (useFastButBloatedRenderer) { device = new SVGDeviceFast(); } else { device = new SVGDeviceSmall(); } m_implement = new Implement(this.SVGFile, device); w.Stop(); long c = w.ElapsedMilliseconds; w.Reset(); w.Start(); m_implement.StartProcess(); w.Stop(); long p = w.ElapsedMilliseconds; w.Reset(); w.Start(); renderer.material.mainTexture = m_implement.GetTexture(); w.Stop(); long r = w.ElapsedMilliseconds; UnityEngine.Debug.Log("Construction: " + Format(c) + ", Processing: " + Format(p) + ", Rendering: " + Format(r)); Vector2 ts = renderer.material.mainTextureScale; ts.x *= -1; renderer.material.mainTextureScale = ts; renderer.material.mainTexture.filterMode = FilterMode.Trilinear; } }
private void Start() { //yield return new WaitForSeconds(0.1f); if(SVGFile != null) { Stopwatch w = new Stopwatch(); w.Reset(); w.Start(); ISVGDevice device; if(fastRenderer) device = new SVGDeviceFast(); else device = new SVGDeviceSmall(); var implement = new Implement(SVGFile, device); w.Stop(); long c = w.ElapsedMilliseconds; w.Reset(); w.Start(); implement.StartProcess(); w.Stop(); long p = w.ElapsedMilliseconds; w.Reset(); w.Start(); var myRenderer = GetComponent<Renderer>(); var result = implement.GetTexture(); result.wrapMode = wrapMode; result.filterMode = filterMode; result.anisoLevel = anisoLevel; myRenderer.material.mainTexture = result; w.Stop(); long r = w.ElapsedMilliseconds; UnityEngine.Debug.LogFormat("Construction: {0} ms, Processing: {1} ms, Rendering: {2} ms", c, p, r); } }