void Start() { //Screen.showCursor = false; Cursor.visible = false; wgController = Camera.main.GetComponent <waveguideController> (); Renderer rend = GetComponent <Renderer>(); // duplicate the original texture and assign to the material tex = rend.material.mainTexture as Texture2D; tex.Resize(200, 100); //tex.Resize (100, 50); //tex.Resize (w, h); rend.material.mainTexture = tex; //koa =rend.material.mainTexture as Texture2D; koa.Resize(200, 100); //koa.Resize (100, 50); //koa.Resize (w, h); //rend.material.mainTexture = koa; // colors used to tint the first 3 mip levels Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; mipCount = Mathf.Min(3, tex.mipmapCount); // tint each mip level /* * for( var mip = 0; mip < mipCount; ++mip ) { * var cols = tex.GetPixels( mip ); * for( var i = 0; i < cols.Length; ++i ) { * cols[i] = new Color(Random.value,Random.value,Random.value); * } * tex.SetPixels( cols, mip ); * }*/ // actually apply all SetPixels, don't recalculate mip levels //tex.Apply(false); int length = tex.GetPixels().Length; wat = new float[length]; // for (int i = 0; i < wat.Length; i++) { wat [i] = Random.value; } int koaLength = koa.GetPixels().Length; koalaMatrix = new float[koaLength]; Color [] graypix = koa.GetPixels(); for (int i = 0; i < koaLength; i++) { koalaMatrix [i] = graypix[i].grayscale; } //print (graypix.Length); Debug.Log("n minmaps: " + mipCount); solver = new LorenzSolver(); //for(int i =0; i< wa this.GetComponent <AudioSource> ().clip.GetData(buffer, 0); //decimate stereo to mono int count = 0;; mainBuffer = new float[buffer.Length / 2]; for (int i = 0; i < buffer.Length; i += 2) { mainBuffer[count] = buffer[i]; count++; } bufRead = 0; ready = true; }
void Start() { //Screen.showCursor = false; Cursor.visible = false; wgController = Camera.main.GetComponent<waveguideController> (); Renderer rend = GetComponent<Renderer>(); // duplicate the original texture and assign to the material tex =rend.material.mainTexture as Texture2D; tex.Resize (200, 100); //tex.Resize (100, 50); //tex.Resize (w, h); rend.material.mainTexture = tex; //koa =rend.material.mainTexture as Texture2D; koa.Resize (200, 100); //koa.Resize (100, 50); //koa.Resize (w, h); //rend.material.mainTexture = koa; // colors used to tint the first 3 mip levels Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; mipCount = Mathf.Min(3, tex.mipmapCount); // tint each mip level /* for( var mip = 0; mip < mipCount; ++mip ) { var cols = tex.GetPixels( mip ); for( var i = 0; i < cols.Length; ++i ) { cols[i] = new Color(Random.value,Random.value,Random.value); } tex.SetPixels( cols, mip ); }*/ // actually apply all SetPixels, don't recalculate mip levels //tex.Apply(false); int length = tex.GetPixels ().Length; wat = new float[length]; // for (int i =0; i< wat.Length; i++) wat [i] = Random.value; int koaLength = koa.GetPixels ().Length; koalaMatrix = new float[koaLength]; Color [] graypix = koa.GetPixels (); for (int i =0; i< koaLength; i++) { koalaMatrix [i] = graypix[i].grayscale; } //print (graypix.Length); Debug.Log ("n minmaps: " + mipCount); solver = new LorenzSolver (); //for(int i =0; i< wa this.GetComponent<AudioSource> ().clip.GetData (buffer, 0); //decimate stereo to mono int count = 0;; mainBuffer = new float[buffer.Length / 2]; for (int i =0; i<buffer.Length; i+=2) { mainBuffer[count] = buffer[i]; count++; } bufRead = 0; ready = true; }