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Add chances to export textures in internal buffer #208
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Add chances to export textures in internal buffer #208
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Let's revert some of the extra line spaces and formatting changes to make the review a bit easier.
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I went ahead and fixes the tabs and spaces for you. There are a couple of notes that I had
@@ -1236,6 +1316,21 @@ private AccessorId ExportAccessor(int[] arr, bool isIndices = false) | |||
return id; | |||
} | |||
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private long AppendToBufferMultiplyOf4(long byteOffset, long byteLength) |
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this can be simplified to: public static uint CalculateAlignment(uint currentSize, uint byteAlignment)
{
return (currentSize + byteAlignment - 1) / byteAlignment * byteAlignment;
}
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for the length calculation
@@ -1221,9 +1298,12 @@ private AccessorId ExportAccessor(int[] arr, bool isIndices = false) | |||
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accessor.Min = new List<double> { min }; | |||
accessor.Max = new List<double> { max }; | |||
//byteOffset = AppendToBufferSizeTo4(accessor, byteOffset); |
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remove?
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var byteOffset = _bufferWriter.BaseStream.Position; | ||
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{// |
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remove?
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{// | ||
var destRenderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); | ||
GL.sRGBWrite = true; |
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Not all texture are sRGB
Jochen Gast seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account. You have signed the CLA already but the status is still pending? Let us recheck it. |
I add to the GLTFSceneExporter to major changes.
First I add a Methode to append bytes to the buffer, if it is not a multiply to 4.
the secound change is to put textures in the internal buffer if export as GLB is selected.