Acceder a datos de píxeles en TextureData
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Esto es compatible con la versión 23,4 o superior.
Escribir datos de píxeles
Utilice la siguiente clase para definir los codificadores de textura y el decodificador de textura:
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var tex = new TextureData(128, 128, PixelFormat.A8R8G8B8); | |
using (var mapping = tex.MapPixels(PixelMapMode.WriteOnly)) | |
{ | |
var pixels = mapping.Data; | |
var p = 0; | |
for(var y = 0; y < 128; y++) | |
{ | |
for (var x = 0; x < 128; x++) | |
{ | |
pixels[p + 0] = 255;//alpha | |
pixels[p + 1] = 255;//red | |
pixels[p + 2] = 0;//green | |
pixels[p + 3] = 0;//blue | |
p += 4;//next pixel | |
} | |
} | |
} | |
tex.Save("red.png");//save to png file(Need codec registered) |
Transformar formato de píxel
Con TransformPixelFormat puedes cambiar fácilmente el formato de píxeles de la textura:
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var tex = TextureData.FromFile("test.png"); | |
tex.TransformPixelFormat(PixelFormat.G8);//now the texture data only contains green channel in pixel. |