protected override void LoadContent() { Client.Load(); uint[] hues = HuesLoader.Instance.CreateShaderColors(); int size = HuesLoader.Instance.HuesCount; Texture2D texture0 = new Texture2D(GraphicsDevice, 32, size * 2); texture0.SetData(hues, 0, size * 2); Texture2D texture1 = new Texture2D(GraphicsDevice, 32, size); texture1.SetData(hues, size, size); GraphicsDevice.Textures[1] = texture0; GraphicsDevice.Textures[2] = texture1; AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); base.LoadContent(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }
protected override void LoadContent() { base.LoadContent(); Client.Load(); const int TEXTURE_WIDTH = 32; const int TEXTURE_HEIGHT = 2048; uint[] buffer = new uint[TEXTURE_WIDTH * TEXTURE_HEIGHT * 2]; HuesLoader.Instance.CreateShaderColors(buffer); _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT); _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT); GraphicsDevice.Textures[1] = _hueSamplers[0]; GraphicsDevice.Textures[2] = _hueSamplers[1]; AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); AnimatedStaticsManager.Initialize(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }
protected override void LoadContent() { base.LoadContent(); Client.Load(); const int TEXTURE_WIDHT = 32; const int TEXTURE_HEIGHT = 2048 * 1; uint[] buffer = new uint[TEXTURE_WIDHT * TEXTURE_HEIGHT * 2]; HuesLoader.Instance.CreateShaderColors(buffer); _hues_sampler[0] = new Texture2D( GraphicsDevice, TEXTURE_WIDHT, TEXTURE_HEIGHT); _hues_sampler[0].SetData(buffer, 0, TEXTURE_WIDHT * TEXTURE_HEIGHT, true); _hues_sampler[1] = new Texture2D( GraphicsDevice, TEXTURE_WIDHT, TEXTURE_HEIGHT); _hues_sampler[1].SetData(buffer, TEXTURE_WIDHT * TEXTURE_HEIGHT, TEXTURE_WIDHT * TEXTURE_HEIGHT, true); GraphicsDevice.Textures[1] = _hues_sampler[0]; GraphicsDevice.Textures[2] = _hues_sampler[1]; GraphicsDevice.Textures[1].UnityTexture.filterMode = UnityEngine.FilterMode.Point; GraphicsDevice.Textures[2].UnityTexture.filterMode = UnityEngine.FilterMode.Point; // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D)); // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D)); AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); AnimatedStaticsManager.Initialize(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }
protected override void LoadContent() { base.LoadContent(); Client.Load(); uint[] buffer = new uint[32 * 3000 * 2]; HuesLoader.Instance.CreateShaderColors(buffer); _hues_sampler[0] = new Texture2D( GraphicsDevice, 32, 3000); _hues_sampler[0].SetData(buffer, 0, buffer.Length / 2); _hues_sampler[1] = new Texture2D( GraphicsDevice, 32, 3000); _hues_sampler[1].SetData(buffer, (buffer.Length / 2) - 1, buffer.Length / 2); GraphicsDevice.Textures[1] = _hues_sampler[0]; GraphicsDevice.Textures[2] = _hues_sampler[1]; // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D)); // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D)); AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }