Broken UI system
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@@ -64,8 +64,9 @@ namespace SplashEdit.RuntimeCode
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/// Returns the processed objects and the final VRAM pixel array.
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/// </summary>
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/// <param name="objects">Array of PSXObjectExporter objects to process.</param>
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/// <param name="additionalTextures">Optional standalone textures (e.g. UI images) to include in VRAM packing.</param>
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/// <returns>Tuple containing processed objects, texture atlases, and the VRAM pixel array.</returns>
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public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
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public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects, List<PSXTexture2D> additionalTextures = null)
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{
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// Gather all textures from all exporters.
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List<PSXTexture2D> allTextures = new List<PSXTexture2D>();
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@@ -74,6 +75,10 @@ namespace SplashEdit.RuntimeCode
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allTextures.AddRange(obj.Textures);
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}
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// Include additional standalone textures (e.g. UI images)
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if (additionalTextures != null)
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allTextures.AddRange(additionalTextures);
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// List to track unique textures and their indices
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List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
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Dictionary<(int, PSXBPP), int> textureToIndexMap = new Dictionary<(int, PSXBPP), int>();
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