// Use this for initialization
void Start()
{
if (SVGFile != null) {
Stopwatch w = new Stopwatch();
w.Reset();
w.Start();
ISVGDevice device;
if(useFastButBloatedRenderer)
device = new SVGDeviceFast();
else
device = new SVGDeviceSmall();
m_implement = new Implement(this.SVGFile, device);
w.Stop();
long c = w.ElapsedMilliseconds;
w.Reset();
w.Start();
m_implement.StartProcess();
w.Stop();
long p = w.ElapsedMilliseconds;
w.Reset();
w.Start();
renderer.material.mainTexture = m_implement.GetTexture();
w.Stop();
long r = w.ElapsedMilliseconds;
UnityEngine.Debug.Log("Construction: " + Format(c) + ", Processing: " + Format(p) + ", Rendering: " + Format(r));
Vector2 ts = renderer.material.mainTextureScale;
ts.x *= -1;
renderer.material.mainTextureScale = ts;
renderer.material.mainTexture.filterMode = FilterMode.Trilinear;
}
}