MeshBaker
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DigitalOpus.MB.Core.MB3_EditorMethods Class Reference
Inheritance diagram for DigitalOpus.MB.Core.MB3_EditorMethods:
DigitalOpus.MB.Core.MB2_EditorMethodsInterface

Public Member Functions

void Clear ()
 
void SetReadFlags (ProgressUpdateDelegate progressInfo)
 
void SetReadWriteFlag (Texture2D tx, bool isReadable, bool addToList)
 
bool IsNormalMap (Texture2D tx)
 
void AddTextureFormat (Texture2D tx, bool isNormalMap)
 
void SaveAtlasToAssetDatabase (Texture2D atlas, ShaderTextureProperty texPropertyName, int atlasNum, Material resMat)
 pass in System.IO.File.WriteAllBytes for parameter fileSaveFunction. More...
 
void SetMaterialTextureProperty (Material target, ShaderTextureProperty texPropName, string texturePath)
 
void SetNormalMap (Texture2D tx)
 
void SetTextureSize (Texture2D tx, int size)
 
void CommitChangesToAssets ()
 
bool IsCompressed (Texture2D tx)
 
int GetMaximumAtlasDimension ()
 
string GetPlatformString ()
 
void CheckBuildSettings (long estimatedArea)
 
bool CheckPrefabTypes (MB_ObjsToCombineTypes objToCombineType, List< GameObject > objsToMesh)
 
bool ValidateSkinnedMeshes (List< GameObject > objs)
 
void Destroy (UnityEngine.Object o)
 

Member Function Documentation

void DigitalOpus.MB.Core.MB3_EditorMethods.AddTextureFormat ( Texture2D  tx,
bool  isNormalMap 
)
void DigitalOpus.MB.Core.MB3_EditorMethods.CheckBuildSettings ( long  estimatedArea)
bool DigitalOpus.MB.Core.MB3_EditorMethods.CheckPrefabTypes ( MB_ObjsToCombineTypes  objToCombineType,
List< GameObject >  objsToMesh 
)
void DigitalOpus.MB.Core.MB3_EditorMethods.Clear ( )
void DigitalOpus.MB.Core.MB3_EditorMethods.CommitChangesToAssets ( )
void DigitalOpus.MB.Core.MB3_EditorMethods.Destroy ( UnityEngine.Object  o)
int DigitalOpus.MB.Core.MB3_EditorMethods.GetMaximumAtlasDimension ( )
string DigitalOpus.MB.Core.MB3_EditorMethods.GetPlatformString ( )
bool DigitalOpus.MB.Core.MB3_EditorMethods.IsCompressed ( Texture2D  tx)
bool DigitalOpus.MB.Core.MB3_EditorMethods.IsNormalMap ( Texture2D  tx)
void DigitalOpus.MB.Core.MB3_EditorMethods.SaveAtlasToAssetDatabase ( Texture2D  atlas,
ShaderTextureProperty  texPropertyName,
int  atlasNum,
Material  resMat 
)

pass in System.IO.File.WriteAllBytes for parameter fileSaveFunction.

This is necessary because on Web Player file saving functions only exist for Editor classes

Implements DigitalOpus.MB.Core.MB2_EditorMethodsInterface.

void DigitalOpus.MB.Core.MB3_EditorMethods.SetMaterialTextureProperty ( Material  target,
ShaderTextureProperty  texPropName,
string  texturePath 
)
void DigitalOpus.MB.Core.MB3_EditorMethods.SetNormalMap ( Texture2D  tx)
void DigitalOpus.MB.Core.MB3_EditorMethods.SetReadFlags ( ProgressUpdateDelegate  progressInfo)
void DigitalOpus.MB.Core.MB3_EditorMethods.SetReadWriteFlag ( Texture2D  tx,
bool  isReadable,
bool  addToList 
)
void DigitalOpus.MB.Core.MB3_EditorMethods.SetTextureSize ( Texture2D  tx,
int  size 
)
bool DigitalOpus.MB.Core.MB3_EditorMethods.ValidateSkinnedMeshes ( List< GameObject >  objs)

The documentation for this class was generated from the following file: