public void Start0() { var tonesCount = 5; var levelsCount = 5; TaskUtils.SetGlobalMultithreading(false); var tones = TAMTone.CreateList(tonesCount, new Dictionary <int, TAMStrokeOrientation>() { { 0, TAMStrokeOrientation.Horizontal }, { 3, TAMStrokeOrientation.Vertical }, { 5, TAMStrokeOrientation.Both } }); var levels = TAMMipmapLevel.CreateList(levelsCount); var fileManager = new TAMPackFileManager(); var soleImagesPack = fileManager.Load(@"C:\mgr\tmp\tam1\", tones, levels); var generator = new TAMArrayGenerator(); var tex2DArray = generator.Generate(soleImagesPack, tones, levels); var go = GameObject.CreatePrimitive(PrimitiveType.Plane); var material = new Material(Shader.Find("Custom/Debug/TextureArrayLod")); material.SetTexture("_MainTex", tex2DArray); go.GetComponent <MeshRenderer>().material = material; MyAssetDatabase.CreateAndSaveAsset(tex2DArray, "Assets/Generated/TAM1.asset"); }
public void StartDiagram() { var tonesCount = 4; var levelsCount = 4; TaskUtils.SetGlobalMultithreading(false); var tones = TAMTone.GenerateList(tonesCount, 3, 4); var levels = TAMMipmapLevel.CreateList(levelsCount); var tamPackGenerator = new TAMPackGenerator(); var msw = new MyStopWatch(); msw.StartSegment("Gen"); var pack = tamPackGenerator.GenerateTamPack(GenerateDiagramConfiguration(tones, levels, 0.7f), true, Object.FindObjectOfType <ComputeShaderContainerGameObject>()); Debug.Log(msw.CollectResults()); var fileManager = new TAMPackFileManager(); fileManager.Save(@"C:\mgr\tmp\tam2\", tones, levels, pack); }