Internal_Create() private method

private Internal_Create ( [ mono, int faceSize, int cubemapCount, TextureFormat format, bool mipmap, bool linear ) : void
mono [
faceSize int
cubemapCount int
format TextureFormat
mipmap bool
linear bool
return void
コード例 #1
0
        public CubemapArray(int width, int cubemapCount, GraphicsFormat format, TextureCreationFlags flags, int mipCount)
        {
            bool flag = !base.ValidateFormat(format, FormatUsage.Sample);

            if (!flag)
            {
                CubemapArray.ValidateIsNotCrunched(flags);
                CubemapArray.Internal_Create(this, width, cubemapCount, mipCount, format, flags);
            }
        }
コード例 #2
0
        public CubemapArray(int width, int cubemapCount, TextureFormat textureFormat, int mipCount, [DefaultValue("true")] bool linear)
        {
            bool flag = !base.ValidateFormat(textureFormat);

            if (!flag)
            {
                GraphicsFormat       graphicsFormat       = GraphicsFormatUtility.GetGraphicsFormat(textureFormat, !linear);
                TextureCreationFlags textureCreationFlags = (mipCount != 1) ? TextureCreationFlags.MipChain : TextureCreationFlags.None;
                bool flag2 = GraphicsFormatUtility.IsCrunchFormat(textureFormat);
                if (flag2)
                {
                    textureCreationFlags |= TextureCreationFlags.Crunch;
                }
                CubemapArray.ValidateIsNotCrunched(textureCreationFlags);
                CubemapArray.Internal_Create(this, width, cubemapCount, mipCount, graphicsFormat, textureCreationFlags);
            }
        }
コード例 #3
0
ファイル: CubemapArray.cs プロジェクト: yaoya/UnityDecompiled
 public CubemapArray(int faceSize, int cubemapCount, TextureFormat format, bool mipmap, [DefaultValue("false")] bool linear)
 {
     CubemapArray.Internal_Create(this, faceSize, cubemapCount, format, mipmap, linear);
 }
コード例 #4
0
 public CubemapArray(int faceSize, int cubemapCount, TextureFormat format, bool mipmap)
 {
     CubemapArray.Internal_Create(this, faceSize, cubemapCount, format, mipmap, false);
 }