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Object
TextureCombinerBuffer
public TextureCombinerBuffer TextureCombinerBuffer<>():TextureCombinerBuffer public
public int get_width<>():int public
public int get_height<>():int public
public int get_numPixels<>():int public
static public TextureCombinerBuffer Create<>(
int w=,
w:int=,
int h=,
h:int=,
):TextureCombinerBuffer static public
public Void UnblendBlack<>(
float treshold=,
treshold:float=,
):Void public
public Void Fill<>(
Color color=,
color:Color=,
int x=,
x:int=,
int y=,
y:int=,
int w=,
w:int=,
int h=,
h:int=,
):Void public
public Void Fill<>(
Color color=,
color:Color=,
):Void public
static public TextureCombinerBuffer From<>(
Texture2D texture=,
texture:Texture2D=,
int srgbConversion=,
srgbConversion:int=,
):TextureCombinerBuffer static public
static public TextureCombinerBuffer FromPath<>(
String path=,
path:String=,
int srgbConversion=,
srgbConversion:int=,
):TextureCombinerBuffer static public
public Void CopyFromSampled<>(
TextureCombinerBuffer source=,
source:TextureCombinerBuffer=,
int x=,
x:int=,
int y=,
y:int=,
int w=,
w:int=,
int h=,
h:int=,
):Void public
static public Texture2D GridMerge<>(
int w=,
w:int=,
int h=,
h:int=,
Color background=,
background:Color=,
bool alpha=,
alpha:bool=,
bool mipMaps=,
mipMaps:bool=,
Vector2I alignment=,
alignment:Vector2I=,
List<Texture2D> textures=,
textures:List<Texture2D>=,
List<Color> nullTextureColors=,
nullTextureColors:List<Color>=,
):Texture2D static public
static public Texture2D Merge<>(
int w=,
w:int=,
int h=,
h:int=,
Color background=,
background:Color=,
bool alpha=,
alpha:bool=,
bool mipMaps=,
mipMaps:bool=,
List<Texture2D> textures=,
textures:List<Texture2D>=,
List<Color> nullTextureColors=,
nullTextureColors:List<Color>=,
List<Vector2I> positions=,
positions:List<Vector2I>=,
List<Vector2I> sizes=,
sizes:List<Vector2I>=,
):Texture2D static public
public ImageTexture CreateImageTexture<>(
bool alpha=,
alpha:bool=,
bool generateMipmaps=,
generateMipmaps:bool=,
):ImageTexture public
public ImageTexture CreateImageTexture3D<>(
int depth=,
depth:int=,
bool alpha=,
alpha:bool=,
bool generateMipmaps=,
generateMipmaps:bool=,
):ImageTexture public
public Void UpdateTexture<>(
ImageTexture imageTexture=,
imageTexture:ImageTexture=,
bool hasAlpha=,
hasAlpha:bool=,
):Void public
public TextureCombinerBuffer Resize<>(
int w=,
w:int=,
int h=,
h:int=,
):TextureCombinerBuffer public
public Void CopyFrom<>(
Image image=,
image:Image=,
int sourceX=,
sourceX:int=,
int sourceY=,
sourceY:int=,
int ownX=,
ownX:int=,
int ownY=,
ownY:int=,
int w=,
w:int=,
int h=,
h:int=,
int srgbConversion=,
srgbConversion:int=,
):Void public
public Void CopyTo<>(
int ownX=,
ownX:int=,
int ownY=,
ownY:int=,
int targetX=,
targetX:int=,
int targetY=,
targetY:int=,
int w=,
w:int=,
int h=,
h:int=,
TextureCombinerBuffer output=,
output:TextureCombinerBuffer=,
):Void public
public Void CopyTo<>(
int ownX=,
ownX:int=,
int ownY=,
ownY:int=,
int targetX=,
targetX:int=,
int targetY=,
targetY:int=,
int w=,
w:int=,
int h=,
h:int=,
Image image=,
image:Image=,
bool alpha=,
alpha:bool=,
):Void public
public int ComputeIndexFromPosition<>(
int x=,
x:int=,
int y=,
y:int=,
):int public
public Vector2I ComputePositionFromIndex<>(
int index=,
index:int=,
):Vector2I public
public Void SetAt<>(
int x=,
x:int=,
int y=,
y:int=,
Color value=,
value:Color=,
):Void public
public Void SetIndexed<>(
int index=,
index:int=,
Color value=,
value:Color=,
):Void public
public Color GetAt<>(
int x=,
x:int=,
int y=,
y:int=,
):Color public
public Color GetIndexed<>(
int index=,
index:int=,
):Color public
public Color SampleNearestUV<>(
Vector2 uv=,
uv:Vector2=,
):Color public
public Color SampleNearestImage<>(
float imageDimensionsX=,
imageDimensionsX:float=,
float imageDimensionsY=,
imageDimensionsY:float=,
):Color public
public Color SampleBilinearUV<>(
Vector2 uv=,
uv:Vector2=,
):Color public
public Color SampleBilinearImage<>(
float imageDimensionsX=,
imageDimensionsX:float=,
float imageDimensionsY=,
imageDimensionsY:float=,
):Color public












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