EditorUtility
- ClearProgressBar
- CloneComponent
- CollectDeepHierarchy
- CollectDependencies
- CompressTexture
- CopySerialized
- CreateEmptyPrefab
- CreateGameObjectWithHideFlags
- DisplayCancelableProgressBar
- DisplayDialogComplex
- DisplayDialog
- DisplayPopupMenu
- DisplayProgressBar
- ExtractOggFile
- FindPrefabRoot
- FocusProjectWindow
- FormatBytes
- GetObjectEnabled
- GetPrefabParent
- GetPrefabType
- InstanceIDToObject
- InstantiatePrefab
- IsPersistent
- OpenFilePanel
- OpenFolderPanel
- ReconnectToLastPrefab
- ReplacePrefab
- ResetGameObjectToPrefabState
- ResetToPrefabState
- SaveFilePanelInProject
- SaveFilePanel
- SaveFolderPanel
- SetDirty
- SetObjectEnabled
- SetSelectedWireframeHidden
- UnloadUnusedAssetsIgnoreM...
- UnloadUnusedAssets
EditorUtility.CompressTexture 压缩纹理
static function CompressTexture (texture : Texture2D, format : TextureFormat) : void
Description描述
Compress a texture.
压缩纹理。
Use this function to explicitly compress a texture into specified format.
使用此函数显式压缩纹理到指定格式。
If you want to do texture compression in-game, use Texture2D.Compress function, which will use faster but lower quality DXT compression.
如果在游戏压缩纹理使用Texture2D.Compress函数,这将使用速度较快,但低质量的DXT压缩。
// Automatically Compress all imported textures to the project
// to RGB24
//自动压缩所有导入纹理到项目到RGB24
class MyTexturePostprocessor extends AssetPostprocessor {
function OnPostprocessTexture (t : Texture2D) {
EditorUtility.CompressTexture(t, TextureFormat.RGB24);
}
}
最后修改:2011年7月15日 Friday 18:33