public void TextureSettingsGUI()
        {
            bool isVolumeTexture = false;

            TextureInspector.WrapModePopup(this.m_WrapU, this.m_WrapV, this.m_WrapW, isVolumeTexture, ref this.m_ShowPerAxisWrapModes);
            Rect controlRect = EditorGUILayout.GetControlRect(new GUILayoutOption[0]);

            EditorGUI.BeginProperty(controlRect, IHVImageFormatImporterInspector.Styles.filterMode, this.m_FilterMode);
            EditorGUI.BeginChangeCheck();
            FilterMode filterMode = (FilterMode)((this.m_FilterMode.intValue != -1) ? this.m_FilterMode.intValue : 1);

            filterMode = (FilterMode)EditorGUI.IntPopup(controlRect, IHVImageFormatImporterInspector.Styles.filterMode, (int)filterMode, IHVImageFormatImporterInspector.Styles.filterModeOptions, IHVImageFormatImporterInspector.Styles.filterModeValues);
            if (EditorGUI.EndChangeCheck())
            {
                this.m_FilterMode.intValue = (int)filterMode;
            }
            EditorGUI.EndProperty();
        }
示例#2
0
        public void TextureSettingsGUI()
        {
            // NOTE: once we get ability to have 3D/Volume texture shapes, should pass true for isVolume based on m_TextureShape
            bool isVolume = false;

            TextureInspector.WrapModePopup(m_WrapU, m_WrapV, m_WrapW, isVolume, ref m_ShowPerAxisWrapModes);

            Rect rect = EditorGUILayout.GetControlRect();

            EditorGUI.BeginProperty(rect, Styles.filterMode, m_FilterMode);
            EditorGUI.BeginChangeCheck();
            FilterMode filter = m_FilterMode.intValue == -1 ? FilterMode.Bilinear : (FilterMode)m_FilterMode.intValue;

            filter = (FilterMode)EditorGUI.IntPopup(rect, Styles.filterMode, (int)filter, Styles.filterModeOptions, Styles.filterModeValues);
            if (EditorGUI.EndChangeCheck())
            {
                m_FilterMode.intValue = (int)filter;
            }
            EditorGUI.EndProperty();
        }
示例#3
0
        public void TextureSettingsGUI()
        {
            // NOTE: once we get ability to have 3D/Volume texture shapes, should pass true for isVolume based on m_TextureShape
            // Also, always consider we may have a volume if we don't know the target.
            bool isVolume = assetTarget == null;

            TextureInspector.WrapModePopup(m_WrapU, m_WrapV, m_WrapW, isVolume, ref m_ShowPerAxisWrapModes, assetTarget == null);

            Rect rect = EditorGUILayout.GetControlRect();

            EditorGUI.BeginProperty(rect, Styles.filterMode, m_FilterMode);
            EditorGUI.BeginChangeCheck();
            FilterMode filter = (FilterMode)EditorGUI.IntPopup(rect, Styles.filterMode, m_FilterMode.intValue, Styles.filterModeOptions, Styles.filterModeValues);

            if (EditorGUI.EndChangeCheck())
            {
                m_FilterMode.intValue = (int)filter;
            }
            EditorGUI.EndProperty();
        }
示例#4
0
 protected void DoWrapModePopup()
 {
     TextureInspector.WrapModePopup(this.m_WrapU, this.m_WrapV, this.m_WrapW, this.IsVolume(), ref this.m_ShowPerAxisWrapModes);
 }