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when exporting the FBX file, no flip the picture
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88d78e5166
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@ -2528,8 +2528,8 @@ namespace Unity_Studio
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//TODO check texture type and set path accordingly; eg. CubeMap, Texture3D
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//TODO check texture type and set path accordingly; eg. CubeMap, Texture3D
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string texFilename = Path.GetDirectoryName(FBXfile) + "\\Texture2D\\" + TexturePD.Text;
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string texFilename = Path.GetDirectoryName(FBXfile) + "\\Texture2D\\" + TexturePD.Text;
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StatusStripUpdate("Exporting Texture2D: " + Path.GetFileName(texFilename));
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StatusStripUpdate("Exporting Texture2D: " + Path.GetFileName(texFilename));
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ExportTexture(TexturePD, texFilename, TexturePD.extension);
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ExportTexture(TexturePD, texFilename, TexturePD.extension, false);
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texFilename += ".png";//必须是png文件
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ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
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ob.AppendFormat("\n\tTexture: 7{0}, \"Texture::{1}\", \"\" {{", TexturePD.uniqueID, TexturePD.Text);
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ob.Append("\n\t\tType: \"TextureVideoClip\"");
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ob.Append("\n\t\tType: \"TextureVideoClip\"");
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ob.Append("\n\t\tVersion: 202");
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ob.Append("\n\t\tVersion: 202");
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@ -3048,7 +3048,7 @@ namespace Unity_Studio
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switch (asset.Type2)
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switch (asset.Type2)
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{
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{
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case 28:
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case 28:
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if (ExportTexture(asset, exportpath + asset.Text, asset.extension))
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if (ExportTexture(asset, exportpath + asset.Text, asset.extension, true))
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{
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{
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exportedCount++;
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exportedCount++;
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}
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}
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@ -3124,7 +3124,7 @@ namespace Unity_Studio
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File.WriteAllBytes(exportFilepath, bytes);
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File.WriteAllBytes(exportFilepath, bytes);
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}
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}
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private bool ExportTexture(AssetPreloadData asset, string exportFilename, string exportFileextension)
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private bool ExportTexture(AssetPreloadData asset, string exportFilename, string exportFileextension, bool flip)
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{
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{
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ImageFormat format = null;
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ImageFormat format = null;
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var oldextension = exportFileextension;
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var oldextension = exportFileextension;
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@ -3154,7 +3154,8 @@ namespace Unity_Studio
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if ((bool)Properties.Settings.Default["convertTexture"])
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if ((bool)Properties.Settings.Default["convertTexture"])
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{
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{
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var bitmap = DDSToBMP(imageBuffer);
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var bitmap = DDSToBMP(imageBuffer);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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if (flip)
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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bitmap.Save(exportFullname, format);
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bitmap.Save(exportFullname, format);
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}
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}
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else
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else
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@ -3173,7 +3174,8 @@ namespace Unity_Studio
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int len = Math.Abs(bmd.Stride) * bmd.Height;
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int len = Math.Abs(bmd.Stride) * bmd.Height;
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DecompressPVR(pvrdata, bmd.Scan0, len);
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DecompressPVR(pvrdata, bmd.Scan0, len);
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bitmap.UnlockBits(bmd);
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bitmap.UnlockBits(bmd);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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if (flip)
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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bitmap.Save(exportFullname, format);
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bitmap.Save(exportFullname, format);
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}
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}
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else
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else
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@ -3196,7 +3198,8 @@ namespace Unity_Studio
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File.Delete(tempastcfilepath);
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File.Delete(tempastcfilepath);
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File.Delete(temptgafilepath);
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File.Delete(temptgafilepath);
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var bitmap = TGAToBMP(tempddsfile);
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var bitmap = TGAToBMP(tempddsfile);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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if (flip)
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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bitmap.Save(exportFullname, format);
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bitmap.Save(exportFullname, format);
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}
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}
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}
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}
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