コード例 #1
0
        public void TestTextureAttributes()
        {
            var textureAttributes = new TextureAttributes {
                index      = 1,
                tilingMode = 2,
                unknown1   = 3,
                unknown2   = 4
            };

            TestGcnSerializableExisting(textureAttributes);
        }
コード例 #2
0
ファイル: Textures.cs プロジェクト: ap0110/libsecondlife-svn
 /// <summary>
 /// Contains the definition for individual faces
 /// </summary>
 /// <param name="defaultTexture"></param>
 public TextureEntryFace(TextureEntryFace defaultTexture)
 {
     DefaultTexture = defaultTexture;
     if (DefaultTexture == null)
     {
         hasAttribute = TextureAttributes.All;
     }
     else
     {
         hasAttribute = TextureAttributes.None;
     }
 }
コード例 #3
0
 public override void OnInspectorGUI()
 {
     if (Application.isPlaying)
     {
         if (GUILayout.Button("Update Attributes"))
         {
             TextureAttributes t = (TextureAttributes)serializedObject.targetObject;
             t.ForceUpdateTexture();
         }
     }
     DrawDefaultInspector();
 }
コード例 #4
0
            /// <summary>
            /// Contains the definition for individual faces
            /// </summary>
            /// <param name="defaultTexture"></param>
            public TextureEntryFace(TextureEntryFace defaultTexture)
            {
                rgba    = Color4.White;
                repeatU = 1.0f;
                repeatV = 1.0f;

                DefaultTexture = defaultTexture;
                if (DefaultTexture == null)
                {
                    hasAttribute = TextureAttributes.All;
                }
                else
                {
                    hasAttribute = TextureAttributes.None;
                }
            }
コード例 #5
0
    private TextureAttributes RaycastToTexture(Transform _transform, float _rayDistance, out RaycastHit _raycastHit)
    {
        TextureAttributes ta = null;

        if (Physics.Raycast(_transform.position, -_transform.up, out _raycastHit, _rayDistance))
        {
            if (_raycastHit.transform != null)
            {
                ta = _raycastHit.transform.GetComponent <TextureAttributes>();
                if (ta != null)
                {
                    return(ta);
                }
            }
        }
        return(ta);
    }
コード例 #6
0
			public TextureInstance(IGraphicsContext context, TextureAttributes attributes)
			{
				FContext = context;
				FAttributes = attributes;

				FAttributesUpdate = false;
				FContentsUpdate = true;

				if (context != GraphicsContext.CurrentContext)
					ContextRegister.BindContext(context);

				GL.Enable(EnableCap.Texture2D);
				GL.GenTextures(1, out this.FID);
				GL.BindTexture(TextureTarget.Texture2D, this.FID);

				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
				GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
			}
コード例 #7
0
 private void CalcScanFeatures(TextureHandProperties _hand, TextureAttributes _attribute)
 {
     if (_alwaysOn)
     {
         _currentHandVelocityThreshold = 0;
     }
     else
     {
         _currentHandVelocityThreshold = _handVelocityThreshold;
     }
     if (_attribute != null && _hand.handMagnitude > _currentHandVelocityThreshold)
     {
         if (_modulateIntensityByHandVelocity)
         {
             HapticRunner.Circles[(int)_hand.chirality].Intensity = HeightValue(
                 _hand.handRayResult.textureCoord,
                 _attribute.HeightMap,
                 _attribute.MinIntensity,
                 _attribute.MaxIntensity * GetModulatedIntensityByHandVelocity(_hand.handMagnitude));
         }
         else
         {
             HapticRunner.Circles[(int)_hand.chirality].Intensity = HeightValue(
                 _hand.handRayResult.textureCoord,
                 _attribute.HeightMap,
                 _attribute.MinIntensity,
                 _attribute.MaxIntensity);
         }
         if (_modulateFrequencyByHandVelocity)
         {
             HapticRunner.Circles[(int)_hand.chirality].Frequency = _attribute.Smoothness + ((_attribute.Smoothness / 2) * GetModulatedFrequencyByHandVelocity(_hand.handMagnitude));
         }
         else
         {
             HapticRunner.Circles[(int)_hand.chirality].Frequency = _attribute.Smoothness;
         }
     }
     else
     {
         HapticRunner.Circles[(int)_hand.chirality].Intensity = 0;
     }
 }
コード例 #8
0
ファイル: TextureEntry.cs プロジェクト: VirtualReality/LibOMV
            /// <summary>
            /// Contains the definition for individual faces
            /// </summary>
            /// <param name="defaultTexture"></param>
            public TextureEntryFace(TextureEntryFace defaultTexture)
            {
                rgba = Color4.White;
                repeatU = 1.0f;
                repeatV = 1.0f;

                DefaultTexture = defaultTexture;
                if (DefaultTexture == null)
                    hasAttribute = TextureAttributes.All;
                else
                    hasAttribute = TextureAttributes.None;
            }
コード例 #9
0
ファイル: Textures.cs プロジェクト: RavenB/gridsearch
 /// <summary>
 /// Contains the definition for individual faces
 /// </summary>
 /// <param name="defaultTexture"></param>
 public TextureEntryFace(TextureEntryFace defaultTexture)
 {
     DefaultTexture = defaultTexture;
     if (DefaultTexture == null)
         hasAttribute = TextureAttributes.All;
     else
         hasAttribute = TextureAttributes.None;
 }