public static Texture2D IcoEye(bool active) { var idx = GetIndex(active); var id = "eye" + idx; return(TextureX.HasTextureId(id) ? id.xGetTextureFromId() : GetTexture(idx, id, EYE_DARK_ACTIVE, EYE_DARK_INACTIVE, EYE_LIGHT_ACTIVE, EYE_LIGHT_INACTIVE)); }
public static Texture2D IcoLock(bool active) { var idx = GetIndex(active); var id = "lock" + idx; return(TextureX.HasTextureId(id) ? id.xGetTextureFromId() : GetTexture(idx, id, LOCK_DARK_ACTIVE, LOCK_DARK_INACTIVE, LOCK_LIGHT_ACTIVE, LOCK_LIGHT_INACTIVE)); }
public static Texture2D IcoStatic(bool active) { var idx = GetIndex(active); var id = "static" + idx; return(TextureX.HasTextureId(id) ? id.xGetTextureFromId() : GetTexture(idx, id, STATIC_DARK_ACTIVE, STATIC_DARK_INACTIVE, STATIC_LIGHT_ACTIVE, STATIC_LIGHT_INACTIVE)); }
private void Highlight(Rect r) { if (hlTexture == null) { hlTexture = TextureX.xGetTexture2D(h2Color.Get(h2ColorType.ParentHL)); } var rr = r; //rr.y += 8f; //rr.height = 1; rr.yMin += 15f; GUI.DrawTexture(rr, hlTexture); }
void Start() { TextureX // initialize a new texturex instance with the specified texture. all the following commands will apply to this texture. .Use(tex) // run a convolution kernel on the texture. .Kernel(Kernels.EdgeDetection(3, 3)) // apply the state of the texture. .Apply() // save the texture to disk. .Save("texturex.png", out bool saved) // and you can also keep working on the texture, cool! :D .Random() .Apply() .Save("random.png", out saved) ; }