/// <summary> /// Fill the specified rows of all textures. Return whether the last row was filled. /// </summary> /// <returns>Whether filling is done.</returns> /// <param name="buffers">Pixel buffers.</param> /// <param name="rowIndex">Row index to start from.</param> /// <param name="rowCount">How many rows to fill.</param> public bool FillRows(Color[][] buffers, ref int rowIndex, int rowCount) { if (diagram.isCubemap) { diagram.cubemapDirection = currentDirection; } int height = diagram.isCubemap ? textureSettings.width : textureSettings.height; rowIndex = diagram.FillRows(buffers, textureSettings.width, height, rowIndex, rowCount); if (rowIndex >= height) { if (diagram.isCubemap) { rowIndex = 0; AssignCubemapFaces(buffers); if (currentDirection == CubemapFace.NegativeZ) { return(true); } currentDirection += 1; } else { return(true); } } return(false); }
/// <summary> /// Fill the specified rows of all textures. Return whether the last row was filled. /// </summary> /// <returns>Whether filling is done.</returns> /// <param name="buffers">Pixel buffers.</param> /// <param name="rowIndex">Row index to start from.</param> /// <param name="rowCount">How many rows to fill.</param> public bool FillRows(Color[][] buffers, ref int rowIndex, int rowCount) { rowIndex = diagram.FillRows(buffers, textureSettings.width, textureSettings.height, rowIndex, rowCount); return(rowIndex >= textureSettings.height); }