C# 클래스 UnityEngine.Texture2D

상속: Texture
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 메소드들

메소드 설명
Compress ( bool highQuality ) : void

Compress texture into DXT format.

CreateExternalTexture ( int width, int height, TextureFormat format, bool mipmap, bool linear, IntPtr nativeTex ) : Texture2D

Creates Unity Texture out of externally created native texture object.

EncodeToJPG ( ) : byte[]

Encodes this texture into JPG format.

GetPixel ( int x, int y ) : Color

Returns pixel color at coordinates (x, y).

GetPixelBilinear ( float u, float v ) : Color

Returns filtered pixel color at normalized coordinates (u, v).

GetPixels ( [ miplevel ) : UnityEngine.Color[]

Get the pixel colors from the texture.

LoadRawTextureData ( IntPtr data, int size ) : void

Fills texture pixels with raw preformatted data.

LoadRawTextureData ( byte data ) : void

Fills texture pixels with raw preformatted data.

ReadPixels ( Rect source, int destX, int destY, [ recalculateMipMaps ) : void

Read pixels from screen into the saved texture data.

Resize ( int width, int height ) : bool

Resizes the texture.

SetPixel ( int x, int y, Color color ) : void

Sets pixel color at coordinates (x,y).

SetPixels ( Color colors, [ miplevel ) : void

Set a block of pixel colors.

SetPixels32 ( Color32 colors, [ miplevel ) : void

Set a block of pixel colors.

SetPixels32 ( int x, int y, int blockWidth, int blockHeight, Color32 colors, [ miplevel ) : void

Set a block of pixel colors.

Texture2D ( int width, int height ) : System

Create a new empty texture.

Texture2D ( int width, int height, TextureFormat format, bool mipmap ) : System

Create a new empty texture.

Texture2D ( int width, int height, TextureFormat format, bool mipmap, bool linear ) : System

See Also: SetPixel, SetPixels, Apply functions.

비공개 메소드들

메소드 설명
Apply ( ) : void
Apply ( [ updateMipmaps, [ makeNoLongerReadable ) : void
Apply ( bool updateMipmaps ) : void
EncodeToJPG ( int quality ) : byte[]
EncodeToPNG ( ) : byte[]
GetPixels ( ) : UnityEngine.Color[]
GetPixels ( int x, int y, int blockWidth, int blockHeight ) : UnityEngine.Color[]
GetPixels ( int x, int y, int blockWidth, int blockHeight, [ miplevel ) : UnityEngine.Color[]
GetPixels32 ( ) : UnityEngine.Color32[]
GetPixels32 ( [ miplevel ) : UnityEngine.Color32[]
GetRawTextureData ( ) : byte[]
INTERNAL_CALL_Compress ( Texture2D self, bool highQuality ) : void
INTERNAL_CALL_GetPixel ( Texture2D self, int x, int y, Color &value ) : void
INTERNAL_CALL_GetPixelBilinear ( Texture2D self, float u, float v, Color &value ) : void
INTERNAL_CALL_ReadPixels ( Texture2D self, Rect &source, int destX, int destY, bool recalculateMipMaps ) : void
INTERNAL_CALL_SetPixel ( Texture2D self, int x, int y, Color &color ) : void
Internal_Create ( [ mono, int width, int height, TextureFormat format, bool mipmap, bool linear, IntPtr nativeTex ) : void
Internal_ResizeWH ( int width, int height ) : bool
LoadImage ( byte data ) : bool
LoadImage ( byte data, [ markNonReadable ) : bool
LoadRawTextureData_ImplArray ( byte data ) : void
LoadRawTextureData_ImplPointer ( IntPtr data, int size ) : void
PackTextures ( Texture2D textures, int padding ) : UnityEngine.Rect[]
PackTextures ( Texture2D textures, int padding, [ maximumAtlasSize, [ makeNoLongerReadable ) : UnityEngine.Rect[]
PackTextures ( Texture2D textures, int padding, int maximumAtlasSize ) : UnityEngine.Rect[]
ReadPixels ( Rect source, int destX, int destY ) : void
Resize ( int width, int height, TextureFormat format, bool hasMipMap ) : bool
SetAllPixels32 ( Color32 colors, int miplevel ) : void
SetBlockOfPixels32 ( int x, int y, int blockWidth, int blockHeight, Color32 colors, int miplevel ) : void
SetPixels ( Color colors ) : void
SetPixels ( int x, int y, int blockWidth, int blockHeight, Color colors ) : void
SetPixels ( int x, int y, int blockWidth, int blockHeight, Color colors, [ miplevel ) : void
SetPixels32 ( Color32 colors ) : void
SetPixels32 ( int x, int y, int blockWidth, int blockHeight, Color32 colors ) : void
Texture2D ( int width, int height, TextureFormat format, bool mipmap, bool linear, IntPtr nativeTex ) : System
UpdateExternalTexture ( IntPtr nativeTex ) : void

메소드 상세

Compress() 공개 메소드

Compress texture into DXT format.

public Compress ( bool highQuality ) : void
highQuality bool
리턴 void

CreateExternalTexture() 공개 정적인 메소드

Creates Unity Texture out of externally created native texture object.

public static CreateExternalTexture ( int width, int height, TextureFormat format, bool mipmap, bool linear, IntPtr nativeTex ) : Texture2D
width int Width of texture in pixels.
height int Height of texture in pixels.
format TextureFormat Format of underlying texture object.
mipmap bool Does the texture have mipmaps?
linear bool Is texture using linear color space?
nativeTex IntPtr Native 2D texture object.
리턴 Texture2D

EncodeToJPG() 공개 메소드

Encodes this texture into JPG format.

public EncodeToJPG ( ) : byte[]
리턴 byte[]

GetPixel() 공개 메소드

Returns pixel color at coordinates (x, y).

public GetPixel ( int x, int y ) : Color
x int
y int
리턴 Color

GetPixelBilinear() 공개 메소드

Returns filtered pixel color at normalized coordinates (u, v).

public GetPixelBilinear ( float u, float v ) : Color
u float
v float
리턴 Color

GetPixels() 공개 메소드

Get the pixel colors from the texture.

public GetPixels ( [ miplevel ) : UnityEngine.Color[]
miplevel [ The mipmap level to fetch the pixels from. Defaults to zero.
리턴 UnityEngine.Color[]

LoadRawTextureData() 공개 메소드

Fills texture pixels with raw preformatted data.

public LoadRawTextureData ( IntPtr data, int size ) : void
data IntPtr Byte array to initialize texture pixels with.
size int Size of data in bytes.
리턴 void

LoadRawTextureData() 공개 메소드

Fills texture pixels with raw preformatted data.

public LoadRawTextureData ( byte data ) : void
data byte Byte array to initialize texture pixels with.
리턴 void

ReadPixels() 공개 메소드

Read pixels from screen into the saved texture data.

public ReadPixels ( Rect source, int destX, int destY, [ recalculateMipMaps ) : void
source Rect Rectangular region of the view to read from. Pixels are read from current render target.
destX int Horizontal pixel position in the texture to place the pixels that are read.
destY int Vertical pixel position in the texture to place the pixels that are read.
recalculateMipMaps [ Should the texture's mipmaps be recalculated after reading?
리턴 void

Resize() 공개 메소드

Resizes the texture.

public Resize ( int width, int height ) : bool
width int
height int
리턴 bool

SetPixel() 공개 메소드

Sets pixel color at coordinates (x,y).

public SetPixel ( int x, int y, Color color ) : void
x int
y int
color Color
리턴 void

SetPixels() 공개 메소드

Set a block of pixel colors.

public SetPixels ( Color colors, [ miplevel ) : void
colors Color The array of pixel colours to assign (a 2D image flattened to a 1D array).
miplevel [ The mip level of the texture to write to.
리턴 void

SetPixels32() 공개 메소드

Set a block of pixel colors.

public SetPixels32 ( Color32 colors, [ miplevel ) : void
colors Color32
miplevel [
리턴 void

SetPixels32() 공개 메소드

Set a block of pixel colors.

public SetPixels32 ( int x, int y, int blockWidth, int blockHeight, Color32 colors, [ miplevel ) : void
x int
y int
blockWidth int
blockHeight int
colors Color32
miplevel [
리턴 void

Texture2D() 공개 메소드

Create a new empty texture.

public Texture2D ( int width, int height ) : System
width int
height int
리턴 System

Texture2D() 공개 메소드

Create a new empty texture.

public Texture2D ( int width, int height, TextureFormat format, bool mipmap ) : System
width int
height int
format TextureFormat
mipmap bool
리턴 System

Texture2D() 공개 메소드

See Also: SetPixel, SetPixels, Apply functions.

public Texture2D ( int width, int height, TextureFormat format, bool mipmap, bool linear ) : System
width int
height int
format TextureFormat
mipmap bool
linear bool
리턴 System