UnityEditor.TextureUtil.ReformatCubemap C# (CSharp) Method

ReformatCubemap() private method

private ReformatCubemap ( Cubemap &cubemap, int width, int height, TextureFormat textureFormat, bool useMipmap, bool linear ) : bool
cubemap UnityEngine.Cubemap
width int
height int
textureFormat TextureFormat
useMipmap bool
linear bool
return bool
        public static extern bool ReformatCubemap(ref Cubemap cubemap, int width, int height, TextureFormat textureFormat, bool useMipmap, bool linear);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

        public override void OnInspectorGUI()
        {
            if (this.m_Images == null)
            {
                this.InitTexturesFromCubemap();
            }
            EditorGUIUtility.labelWidth = 50f;
            Cubemap cubemap = this.target as Cubemap;

            if (cubemap == null)
            {
                return;
            }
            GUILayout.BeginVertical(new GUILayoutOption[0]);
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            this.ShowFace("Right\n(+X)", CubemapFace.PositiveX);
            this.ShowFace("Left\n(-X)", CubemapFace.NegativeX);
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            this.ShowFace("Top\n(+Y)", CubemapFace.PositiveY);
            this.ShowFace("Bottom\n(-Y)", CubemapFace.NegativeY);
            GUILayout.EndHorizontal();
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            this.ShowFace("Front\n(+Z)", CubemapFace.PositiveZ);
            this.ShowFace("Back\n(-Z)", CubemapFace.NegativeZ);
            GUILayout.EndHorizontal();
            GUILayout.EndVertical();
            EditorGUIUtility.labelWidth = 0f;
            EditorGUILayout.Space();
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.HelpBox("Lowering face size is a destructive operation, you might need to re-assign the textures later to fix resolution issues. It's preferable to use Cubemap texture import type instead of Legacy Cubemap assets.", MessageType.Warning);
            int num = TextureUtil.GetGLWidth(cubemap);

            num = EditorGUILayout.IntPopup("Face size", num, CubemapInspector.kSizes, CubemapInspector.kSizesValues, new GUILayoutOption[0]);
            int  num2      = TextureUtil.CountMipmaps(cubemap);
            bool useMipmap = EditorGUILayout.Toggle("MipMaps", num2 > 1, new GUILayoutOption[0]);
            bool flag      = TextureUtil.GetLinearSampled(cubemap);

            flag = EditorGUILayout.Toggle("Linear", flag, new GUILayoutOption[0]);
            bool flag2 = TextureUtil.IsCubemapReadable(cubemap);

            flag2 = EditorGUILayout.Toggle("Readable", flag2, new GUILayoutOption[0]);
            if (EditorGUI.EndChangeCheck())
            {
                if (TextureUtil.ReformatCubemap(ref cubemap, num, num, cubemap.format, useMipmap, flag))
                {
                    this.InitTexturesFromCubemap();
                }
                TextureUtil.MarkCubemapReadable(cubemap, flag2);
                cubemap.Apply();
            }
        }
All Usage Examples Of UnityEditor.TextureUtil::ReformatCubemap