コード例 #1
0
ファイル: NoiseGenerator.cs プロジェクト: hafewa/CloudsShader
    private void prepForNewRenderTexture(bool initWorley)
    {
        // initialize the texture saver
        textureSaver              = new SaveTexture();
        textureSaver.slicer       = slicer;
        textureSaver.slicerKernel = slicerKernel;

        // initialize the worley noise buffer only if worley will be used
        if (initWorley)
        {
            createWorleyPointsBuffer();
        }
    }
コード例 #2
0
            void Update()
            {
                if (Texture != null &&
                    texName != Texture.name)
                {
                    texName = Texture.name;

                    HorizontalFlip = FlipTexture.FlipHorizontal(Texture);
                    VerticalFlip   = FlipTexture.FlipVertical(Texture);
                    DiagonalFlip   = FlipTexture.FlipHorizontal(FlipTexture.FlipVertical(Texture));

                    HorizontalFlip.name = "HorizontalFlip";
                    VerticalFlip.name   = "VerticalFlip";
                    DiagonalFlip.name   = "DiagonalFlip";

                    SaveTexture.Save(HorizontalFlip, Constants.Suffixes.ImageSuffixTypes.PNG, Constants.Folders.ClippedRoomTextureFolderPath);
                    SaveTexture.Save(VerticalFlip, Constants.Suffixes.ImageSuffixTypes.PNG, Constants.Folders.ClippedRoomTextureFolderPath);
                    SaveTexture.Save(DiagonalFlip, Constants.Suffixes.ImageSuffixTypes.PNG, Constants.Folders.ClippedRoomTextureFolderPath);
                }
            }
コード例 #3
0
 public SaveTexture()
 {
     Instance = this;
 }
コード例 #4
0
ファイル: SaveTexture.cs プロジェクト: Barkha26/Puzzle
 // Use this for initialization
 void Start()
 {
     instance = this;
     path     = Application.persistentDataPath + "/Images/";
 }