Accéder aux données de pixel dans TextureData
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Ceci est pris en charge par la version 23.4 ou supérieure.
Écrire des données de pixel
Utilisez la classe suivante pour définir les encodeurs de texture et le décodeur de texture:
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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) |
Transformer le format de pixel
Avec TransformPixelFormat, vous pouvez facilement changer le format de pixel de la texture:
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var tex = TextureData.FromFile("test.png"); | |
tex.TransformPixelFormat(PixelFormat.G8);//now the texture data only contains green channel in pixel. |