protected void DrawTexture()
{
int num = Mathf.Max(this.m_Texture.width, 1);
float num2 = Mathf.Min(this.m_MipLevel, (float) (TextureUtil.CountMipmaps(this.m_Texture) - 1));
float mipMapBias = this.m_Texture.mipMapBias;
TextureUtil.SetMipMapBiasNoDirty(this.m_Texture, num2 - this.Log2(((float) num) / this.m_TextureRect.width));
UnityEngine.FilterMode filterMode = this.m_Texture.filterMode;
TextureUtil.SetFilterModeNoDirty(this.m_Texture, UnityEngine.FilterMode.Point);
if (this.m_ShowAlpha)
{
EditorGUI.DrawTextureAlpha(this.m_TextureRect, this.m_Texture);
}
else
{
EditorGUI.DrawTextureTransparent(this.m_TextureRect, this.m_Texture);
}
TextureUtil.SetMipMapBiasNoDirty(this.m_Texture, mipMapBias);
TextureUtil.SetFilterModeNoDirty(this.m_Texture, filterMode);
}