public BitmapContext(Factory factory, Data data, Format.BitmapEx bitmapEx, int bitmapExId) { m_factory = factory; m_data = data; m_bitmapExId = bitmapExId; Format.TextureFragment fragment = data.textureFragments[bitmapEx.textureFragmentId]; Format.Texture texture = data.textures[fragment.textureId]; m_textureName = factory.texturePrefix + texture.filename; m_premultipliedAlpha = (texture.format == (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA); m_material = ResourceCache.SharedInstance().LoadTexture( data.name, m_textureName, texture.format, factory.textureLoader, factory.textureUnloader); if (factory.renderQueueOffset != 0) { m_material.renderQueue += factory.renderQueueOffset; } MeshContext c = ResourceCache.SharedInstance().LoadMesh( data.name, data, bitmapEx, bitmapExId); m_mesh = c.mesh; m_height = c.height; }
public BitmapContext(Factory f, Data d, Format.BitmapEx bitmapEx, int bId) { m_factory = f; m_data = d; m_bitmapExId = bId; Format.TextureFragment fragment = data.textureFragments[bitmapEx.textureFragmentId]; Format.Texture texture = data.textures[fragment.textureId]; m_textureName = factory.texturePrefix + texture.filename; m_premultipliedAlpha = (texture.format == (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA); //m_material = ResourceCache.SharedInstance().LoadTexture( // data.name, m_textureName, texture.format, // factory.useAdditionalColor, factory.textureLoader, // factory.textureUnloader, factory.shaderName); m_material = new Material(Shader.Find(factory.shaderName)); m_material.SetTexture("_MainTex", factory.texturePrefix); if (factory.renderQueueOffset != 0) { m_material.renderQueue += factory.renderQueueOffset; } MeshContext c = ResourceCache.SharedInstance().LoadMesh( data.name, data, bitmapEx, bitmapExId); m_mesh = c.mesh; m_height = c.height; }