public void Load(IProgress progress, IUpdateHandler updateHandler, IDialog dialog) { _progress = progress; _updateHandler = updateHandler; _dialog = dialog; _coRoutines.Clear(); Handlers.Clear(); updateHandler.HookUpdate(EditorUpdate); UpdateProgress(0.02f, "Initialising.."); string urlBase = "http://localhost:8165"; string urlPath = "api/mapping/"; string urlQuery = string.Format("maxLat={0}&maxLon={1}&minLat={2}&minLon={3}", maxLat, maxLon, minLat, minLon); string geomUrl = urlBase + "/" + urlPath + "geoJson?" + urlQuery; var geomCoroutine = new EditorCoroutine("Geom Loader", geomUrl); _coRoutines.Add(geomCoroutine); string imgUrl = urlBase + "/" + urlPath + "image?" + urlQuery; var imageCoroutine = new EditorCoroutine("Satellite Image Loader", imgUrl); _coRoutines.Add(imageCoroutine); string mdUrl = urlBase + "/" + urlPath + "metadata?" + urlQuery; var imageMetadataCoroutine = new EditorCoroutine("Image Metadata Loader", mdUrl); _coRoutines.Add(imageMetadataCoroutine); // If we are using the texture projector then these can be done in parallel //WhenDone("Load Geom", LoadGeoJSON, geomCoroutine); WhenDone("Load Map Image", LoadMapImage, imageCoroutine); //WhenDone("Load Map Metadata", LoadMapMetadata, imageMetadataCoroutine); // For UV texturing we need to load the metadata image up before we can load // the building geometry so we can generate the UVs inside the mesh building // routines WhenDone("Geom and Metadata", LoadGeomAndMapImageMetadata, imageMetadataCoroutine, geomCoroutine); WhenDone("All Loading", LoadingComplete, imageCoroutine, imageMetadataCoroutine, geomCoroutine); RecreateMapContainer(); // Create the tile plane.. _tilePlane = new GameObject(); _tilePlane.name = "Tile Plane"; _tilePlane.AddComponent(typeof(MeshFilter)); _tilePlane.AddComponent(typeof(MeshRenderer)); var shader = Shader.Find("HoloToolkit/Unlit Configurable"); if (shader == null) { Debug.Log("Error: HoloToolkit/Unlit Configurable Shader not available."); return; } _mapMaterial = new Material(shader); _tilePlane.GetComponent <MeshRenderer>().material = _mapMaterial; UpdateProgress(0.04f, "Initialising.."); }