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2018.3.0b support
Refactor mesh read Fixed bug
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@ -713,14 +713,14 @@ namespace AssetStudioGUI
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if (bitmap != null)
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{
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assetItem.InfoText = $"Width: {m_Texture2D.m_Width}\nHeight: {m_Texture2D.m_Height}\nFormat: {m_Texture2D.m_TextureFormat}";
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switch (m_Texture2D.m_FilterMode)
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switch (m_Texture2D.m_TextureSettings.m_FilterMode)
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{
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case 0: assetItem.InfoText += "\nFilter Mode: Point "; break;
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case 1: assetItem.InfoText += "\nFilter Mode: Bilinear "; break;
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case 2: assetItem.InfoText += "\nFilter Mode: Trilinear "; break;
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}
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assetItem.InfoText += $"\nAnisotropic level: {m_Texture2D.m_Aniso}\nMip map bias: {m_Texture2D.m_MipBias}";
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switch (m_Texture2D.m_WrapMode)
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assetItem.InfoText += $"\nAnisotropic level: {m_Texture2D.m_TextureSettings.m_Aniso}\nMip map bias: {m_Texture2D.m_TextureSettings.m_MipBias}";
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switch (m_Texture2D.m_TextureSettings.m_WrapMode)
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{
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case 0: assetItem.InfoText += "\nWrap mode: Repeat"; break;
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case 1: assetItem.InfoText += "\nWrap mode: Clamp"; break;
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@ -1061,10 +1061,14 @@ namespace AssetStudioGUI
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#endregion
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glControl1.Visible = true;
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createVAO();
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StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
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+ "'Mouse Left'=Rotate | 'Mouse Right'=Move | 'Mouse Wheel'=Zoom \n"
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+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
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}
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else
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{
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StatusStripUpdate("Unable to preview this mesh");
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}
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StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
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+ "'Mouse Left'=Rotate | 'Mouse Right'=Move | 'Mouse Wheel'=Zoom \n"
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+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
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}
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private void PreviewSprite(AssetItem assetItem, Sprite m_Sprite)
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@ -190,7 +190,7 @@ namespace AssetStudioGUI
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#region Face
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int sum = 0;
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for (var i = 0; i < m_Mesh.m_SubMeshes.Count; i++)
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for (var i = 0; i < m_Mesh.m_SubMeshes.Length; i++)
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{
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sb.AppendLine($"g {m_Mesh.m_Name}_{i}");
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int indexCount = (int)m_Mesh.m_SubMeshes[i].indexCount;
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@ -115,8 +115,8 @@ namespace AssetStudioGUI
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assetItem.Text = m_GameObject.m_Name;
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break;
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case Texture2D m_Texture2D:
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if (!string.IsNullOrEmpty(m_Texture2D.path))
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assetItem.FullSize = asset.byteSize + m_Texture2D.size;
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if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path))
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assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size;
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assetItem.Text = m_Texture2D.m_Name;
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exportable = true;
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break;
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