UnityEditor.TextureUtil.SetFilterModeNoDirty C# (CSharp) Method

SetFilterModeNoDirty() private method

private SetFilterModeNoDirty ( Texture tex, FilterMode mode ) : void
tex UnityEngine.Texture
mode FilterMode
return void
        public static extern void SetFilterModeNoDirty(Texture tex, FilterMode mode);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

 public override void OnInspectorGUI()
 {
     this.IsReadableGUI();
     EditorGUI.BeginChangeCheck();
     this.TextureSettingsGUI();
     if (EditorGUI.EndChangeCheck())
     {
         UnityEngine.Object[] targets = base.targets;
         for (int i = 0; i < targets.Length; i++)
         {
             AssetImporter assetImporter = (AssetImporter)targets[i];
             Texture       tex           = AssetDatabase.LoadMainAssetAtPath(assetImporter.assetPath) as Texture;
             if (this.m_FilterMode.intValue != -1)
             {
                 TextureUtil.SetFilterModeNoDirty(tex, (FilterMode)this.m_FilterMode.intValue);
             }
             if ((this.m_WrapU.intValue != -1 || this.m_WrapV.intValue != -1 || this.m_WrapW.intValue != -1) && !this.m_WrapU.hasMultipleDifferentValues && !this.m_WrapV.hasMultipleDifferentValues && !this.m_WrapW.hasMultipleDifferentValues)
             {
                 TextureUtil.SetWrapModeNoDirty(tex, (TextureWrapMode)this.m_WrapU.intValue, (TextureWrapMode)this.m_WrapV.intValue, (TextureWrapMode)this.m_WrapW.intValue);
             }
         }
         SceneView.RepaintAll();
     }
     GUILayout.BeginHorizontal(new GUILayoutOption[0]);
     GUILayout.FlexibleSpace();
     base.ApplyRevertGUI();
     GUILayout.EndHorizontal();
 }
All Usage Examples Of UnityEditor.TextureUtil::SetFilterModeNoDirty