2018.3.0b support

Refactor mesh read
Fixed bug
This commit is contained in:
Perfare
2018-12-05 22:35:05 +08:00
parent 98c9eea58a
commit eb13585174
13 changed files with 1006 additions and 1220 deletions

View File

@ -713,14 +713,14 @@ namespace AssetStudioGUI
if (bitmap != null)
{
assetItem.InfoText = $"Width: {m_Texture2D.m_Width}\nHeight: {m_Texture2D.m_Height}\nFormat: {m_Texture2D.m_TextureFormat}";
switch (m_Texture2D.m_FilterMode)
switch (m_Texture2D.m_TextureSettings.m_FilterMode)
{
case 0: assetItem.InfoText += "\nFilter Mode: Point "; break;
case 1: assetItem.InfoText += "\nFilter Mode: Bilinear "; break;
case 2: assetItem.InfoText += "\nFilter Mode: Trilinear "; break;
}
assetItem.InfoText += $"\nAnisotropic level: {m_Texture2D.m_Aniso}\nMip map bias: {m_Texture2D.m_MipBias}";
switch (m_Texture2D.m_WrapMode)
assetItem.InfoText += $"\nAnisotropic level: {m_Texture2D.m_TextureSettings.m_Aniso}\nMip map bias: {m_Texture2D.m_TextureSettings.m_MipBias}";
switch (m_Texture2D.m_TextureSettings.m_WrapMode)
{
case 0: assetItem.InfoText += "\nWrap mode: Repeat"; break;
case 1: assetItem.InfoText += "\nWrap mode: Clamp"; break;
@ -1061,10 +1061,14 @@ namespace AssetStudioGUI
#endregion
glControl1.Visible = true;
createVAO();
StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
+ "'Mouse Left'=Rotate | 'Mouse Right'=Move | 'Mouse Wheel'=Zoom \n"
+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
}
else
{
StatusStripUpdate("Unable to preview this mesh");
}
StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
+ "'Mouse Left'=Rotate | 'Mouse Right'=Move | 'Mouse Wheel'=Zoom \n"
+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
}
private void PreviewSprite(AssetItem assetItem, Sprite m_Sprite)

View File

@ -190,7 +190,7 @@ namespace AssetStudioGUI
#region Face
int sum = 0;
for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++)
for (var i = 0; i < m_Mesh.m_SubMeshes.Length; i++)
{
sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;

View File

@ -115,8 +115,8 @@ namespace AssetStudioGUI
assetItem.Text = m_GameObject.m_Name;
break;
case Texture2D m_Texture2D:
if (!string.IsNullOrEmpty(m_Texture2D.path))
assetItem.FullSize = asset.byteSize + m_Texture2D.size;
if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path))
assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size;
assetItem.Text = m_Texture2D.m_Name;
exportable = true;
break;