internal Texture2D _resizeTexture(string propertyName, Texture2D t, int w, int h) { Texture2D tx = MB_Utility.resampleTexture(t, w, h); tx.name = string.Format("tmpResampled{0}_{1}x{2}", _temporaryTextures.Count, w, h); TemporaryTexture txx = new TemporaryTexture(propertyName, tx); _temporaryTextures.Add(txx); return(tx); }
internal Texture2D _createTextureCopy(string propertyName, Texture2D t) { Texture2D tx = MB_Utility.createTextureCopy(t); tx.name = string.Format("tmpCopy{0}_{1}x{2}", _temporaryTextures.Count, tx.width, tx.height); TemporaryTexture txx = new TemporaryTexture(propertyName, tx); _temporaryTextures.Add(txx); return(tx); }
//used to track temporary textures that were created so they can be destroyed public Texture2D _createTemporaryTexture(string propertyName, int w, int h, TextureFormat texFormat, bool mipMaps) { Texture2D t = new Texture2D(w, h, texFormat, mipMaps); t.name = string.Format("tmp{0}_{1}x{2}", _temporaryTextures.Count, w, h); MB_Utility.setSolidColor(t, Color.clear); TemporaryTexture txx = new TemporaryTexture(propertyName, t); _temporaryTextures.Add(txx); return(t); }
internal void AddTemporaryTexture(TemporaryTexture tt) { _temporaryTextures.Add(tt); }