Exemplo n.º 1
0
            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;
            }
Exemplo n.º 2
0
            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;
            }