private void convertHeaderByteStream() { int offset = 0; VpetHeader header = ByteArrayToStructure <VpetHeader>(ref m_headerByteData, ref offset); VPETSettings.Instance.lightIntensityFactor = header.lightIntensityFactor; VPETSettings.Instance.textureBinaryType = header.textureBinaryType; }
// Use this for initialization void Start() { scene = GameObject.Find("Scene").transform; Application.targetFrameRate = 60; globalID = 0; if (doDistribute && sceneRoot != null) { vpetHeader = new VpetHeader(); vpetHeader.lightIntensityFactor = 1f; vpetHeader.textureBinaryType = 1; gatherSceneData(); // write binary to file if (WriteCacheFile && sceneFileName != "") { writeBinary(headerByteData, "header"); writeBinary(nodesByteData, "nodes"); writeBinary(objectsByteData, "objects"); writeBinary(charactersByteData, "characters"); writeBinary(texturesByteData, "textures"); #if TRUNK writeBinary(materialsByteData, "materials"); #endif } if (serverThread == null) { print("Start distribution thread"); isRunning = true; serverThread = new Thread(new ThreadStart(dataServer)); serverThread.Start(); print("Distribution thread started"); } else { Debug.LogWarning(string.Format("{0}: DistributionServerThread already running", this.GetType())); } } }
// Use this for initialization void Start() { if (doDistribute && sceneRoot != null) { vpetHeader = new VpetHeader(); vpetHeader.lightIntensityFactor = 1f; vpetHeader.textureBinaryType = 1; gatherSceneData(); if (serverThread == null) { print("Start distribution thread"); isRunning = true; serverThread = new Thread(new ThreadStart(dataServer)); serverThread.Start(); print("Distribution thread started"); } else { Debug.LogWarning(string.Format("{0}: DistributionServerThread already running", this.GetType())); } } }