36 float p_PixelsPerUnit = 100.0f,
37 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
38 uint32_t p_Extrude = 0,
39 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
40 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
49 float p_PixelsPerUnit = 100.0f,
50 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
51 uint32_t p_Extrude = 0,
52 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
53 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
64 float p_PixelsPerUnit = 100.0f,
65 _u::Vector2 p_Pivot = _u::Vector2(0.0f, 0.0f),
66 uint32_t p_Extrude = 0,
67 _u::SpriteMeshType p_Type = _u::SpriteMeshType::FullRect,
68 _u::Vector4 p_Borders = _u::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
static _u::Sprite * CreateFromRaw(::Array< uint8_t > *p_Bytes, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from raw.
static void CreateFromRawThreaded(_v::MonoPtr<::Array< uint8_t > > p_Bytes, _v::Action< _u::Sprite * > p_Callback, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from raw threaded.
static _u::Sprite * CreateFromTexture(_u::Texture2D *p_Texture, float p_PixelsPerUnit=100.0f, _u::Vector2 p_Pivot=_u::Vector2(0.0f, 0.0f), uint32_t p_Extrude=0, _u::SpriteMeshType p_Type=_u::SpriteMeshType::FullRect, _u::Vector4 p_Borders=_u::Vector4(0.0f, 0.0f, 0.0f, 0.0f))
Create sprite from texture.