本文整理汇总了C#中Texture2D.SetMaxAnisotropy方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.SetMaxAnisotropy方法的具体用法?C# Texture2D.SetMaxAnisotropy怎么用?C# Texture2D.SetMaxAnisotropy使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Texture2D
的用法示例。
在下文中一共展示了Texture2D.SetMaxAnisotropy方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: init
public static void init()
{
if (shaderUniversal == null){
shaderUniversal = new ShaderProgram("/Application/shaders/Universal.cgx");
shaderUniversal.SetAttributeBinding(0, "a_Position");
shaderUniversal.SetAttributeBinding(1, "a_VertexColor");
shaderUniversal.SetAttributeBinding(2, "a_TexCoord");
shaderUniversal.SetUniformBinding(0, "u_SceneMatrix");
shaderUniversal.SetUniformBinding(1, "u_ScreenMatrix");
shaderUniversal.SetUniformBinding(2, "u_Alpha");
texture = new Texture2D("/Application/assets/texturepack/rymdkapsel-hd.png", false);
texture.SetFilter(TextureFilterMode.Disabled);
texture.SetWrap(TextureWrapMode.ClampToEdge);
texture.SetMaxAnisotropy(0);
}
if (shaderColored == null){
shaderColored = new ShaderProgram("/Application/shaders/Colored.cgx");
shaderColored.SetAttributeBinding(0, "a_Position");
shaderColored.SetAttributeBinding(1, "a_VertexColor");
shaderColored.SetUniformBinding(0, "u_SceneMatrix");
shaderColored.SetUniformBinding(1, "u_ScreenMatrix");
shaderColored.SetUniformBinding(2, "u_Alpha");
}
}
示例2: RendererStartup
public RendererStartup(Sprite sprite)
: base(sprite)
{
float[] verts = new float[8];
float[] uvs = new float[8];
texture = new Texture2D("/Application/assets/bootscreen/Vita.png", false);
texture.SetFilter(TextureFilterMode.Disabled);
texture.SetWrap(TextureWrapMode.ClampToEdge);
texture.SetMaxAnisotropy(0);
int offsetX = (Settings.STAGE_W - texture.Width) / 2;
int offsetY = (Settings.STAGE_H - texture.Height) / 2;
verts[0] = (float) offsetX;
verts[1] = (float) offsetY;
verts[2] = (float) offsetX;
verts[3] = (float) offsetY + texture.Height;
verts[6] = (float) offsetX + texture.Width;
verts[7] = (float) offsetY;
verts[4] = (float) offsetX + texture.Width;
verts[5] = (float) offsetY + texture.Height;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
uvs[6] = 1;
uvs[7] = 0;
uvs[4] = 1;
uvs[5] = 1;
vertexBuffer = new VertexBuffer(4, VertexFormat.Float2, VertexFormat.Float2);
vertexBuffer.SetVertices(0, verts);
vertexBuffer.SetVertices(1, uvs);
}
示例3: validateBuffer
public override void validateBuffer()
{
if (texture != null){
texture.Dispose();
texture = null;
}
if (vertexBuffer != null){
vertexBuffer.Dispose();
vertexBuffer = null;
}
if (textfield.text == null || textfield.text.Length == 0){
dirtyBuffer = false;
return;
}
updateSize();
float[] verts = new float[8];
float[] uvs = new float[8];
int maxWidth = (int) textWidth;
if (textfield.defaultTextFormat.align == "right"){
maxWidth = textfield.width;
}
verts[0] = (float) OFFSET_X;
verts[1] = (float) OFFSET_Y;
verts[2] = (float) OFFSET_X;
verts[3] = (float) OFFSET_Y + textHeight;
verts[6] = (float) OFFSET_X + maxWidth;
verts[7] = (float) OFFSET_Y;
verts[4] = (float) OFFSET_X + maxWidth;
verts[5] = (float) OFFSET_Y + textHeight;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
uvs[6] = 1;
uvs[7] = 0;
uvs[4] = 1;
uvs[5] = 1;
vertexBuffer = new VertexBuffer(4, VertexFormat.Float2, VertexFormat.Float2);
vertexBuffer.SetVertices(0, verts);
vertexBuffer.SetVertices(1, uvs);
int argb = textfield.defaultTextFormat.color;
var image = new Image( ImageMode.Rgba,
new ImageSize((int)maxWidth, (int)textHeight),
new ImageColor(0, 0, 0, 0));
ImagePosition pos = new ImagePosition(0, 0);
for (int i = 0; i < textLines.Length; i++){
pos.X = 0;
pos.Y = i * font.Metrics.Height;
if (textfield.defaultTextFormat.align == "right"){
pos.X = (int) maxWidth - font.GetTextWidth(textLines[i]);
}
image.DrawText(
textLines[i],
new ImageColor((int)((argb >> 16) & 0xff),
(int)((argb >> 8) & 0xff),
(int)((argb >> 0) & 0xff),
255),
font,
pos
);
}
texture = new Texture2D((int)maxWidth, (int)textHeight, false, PixelFormat.Rgba);
texture.SetPixels(0, image.ToBuffer());
texture.SetFilter(TextureFilterMode.Disabled);
texture.SetWrap(TextureWrapMode.ClampToEdge);
texture.SetMaxAnisotropy(0);
image.Dispose();
dirtyBuffer = false;
//Console.WriteLine("buffer validated: " + renderable.commands.length);
}