System.Collections.Generic.List.Add(glTFTextureSampler)

Here are the examples of the csharp api System.Collections.Generic.List.Add(glTFTextureSampler) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

5 Examples 7

19 View Source File : glTF.cs
License : BSD 2-Clause "Simplified" License
Project Creator : emilianavt

public glTFTextureSampler GetSampler(int index)
        {
            if (samplers.Count == 0)
            {
                samplers.Add(new glTFTextureSampler()); // default sampler
            }

            return samplers[index];
        }

19 View Source File : glTF.cs
License : BSD 2-Clause "Simplified" License
Project Creator : emilianavt

protected override void SerializeMembers(GLTFJsonFormatter f)
        {
            if (extensionsUsed.Count > 0)
            {
                f.Key("extensionsUsed"); f.GLTFValue(extensionsUsed);
            }
            if (extensions.__count > 0)
            {
                f.Key("extensions"); f.GLTFValue(extensions);
            }
            if (extras.__count > 0)
            {
                f.Key("extras"); f.GLTFValue(extras);
            }

            f.Key("replacedet"); f.GLTFValue(replacedet);

            // buffer
            if (buffers.Any())
            {
                f.Key("buffers"); f.GLTFValue(buffers);
            }
            if (bufferViews.Any())
            {
                f.Key("bufferViews"); f.GLTFValue(bufferViews);
            }
            if (accessors.Any())
            {
                f.Key("accessors"); f.GLTFValue(accessors);
            }

            // materials
            if (images.Any())
            {
                f.Key("images"); f.GLTFValue(images);
                if (samplers.Count == 0)
                {
                    samplers.Add(new glTFTextureSampler());
                }
            }

            if (samplers.Any())
            {
                f.Key("samplers"); f.GLTFValue(samplers);
            }

            if (textures.Any())
            {
                f.Key("textures"); f.GLTFValue(textures);
            }
            if (materials.Any())
            {
                f.Key("materials"); f.GLTFValue(materials);
            }

            // meshes
            if (meshes.Any())
            {
                f.Key("meshes"); f.GLTFValue(meshes);
            }
            if (skins.Any())
            {
                f.Key("skins"); f.GLTFValue(skins);
            }

            // scene
            if (nodes.Any())
            {
                f.Key("nodes"); f.GLTFValue(nodes);
            }
            if (scenes.Any())
            {
                f.Key("scenes"); f.GLTFValue(scenes);
                if (scene >= 0)
                {
                    f.KeyValue(() => scene);
                }
            }

            // animations
            if (animations.Any())
            {
                f.Key("animations"); f.GLTFValue(animations);
            }
        }

19 View Source File : glTF.cs
License : MIT License
Project Creator : ousttrue

protected override void SerializeMembers(GLTFJsonFormatter f)
        {
            if (extensionsUsed.Count > 0)
            {
                f.KeyValue(() => extensionsUsed);
            }
            if (extensions.__count > 0)
            {
                f.KeyValue(() => extensions);
            }
            if (extras.__count > 0)
            {
                f.KeyValue(() => extras);
            }

            f.KeyValue(() => replacedet);

            // buffer
            if (buffers.Any())
            {
                f.KeyValue(() => buffers);
            }
            if (bufferViews.Any())
            {
                f.Key("bufferViews"); f.GLTFValue(bufferViews);
            }
            if (accessors.Any())
            {
                f.Key("accessors"); f.GLTFValue(accessors);
            }

            // materials
            if (images.Any())
            {
                f.Key("images"); f.GLTFValue(images);
                if (samplers.Count == 0)
                {
                    samplers.Add(new glTFTextureSampler());
                }
            }

            if (samplers.Any())
            {
                f.Key("samplers"); f.GLTFValue(samplers);
            }

            if (textures.Any())
            {
                f.Key("textures"); f.GLTFValue(textures);
            }
            if (materials.Any())
            {
                f.Key("materials"); f.GLTFValue(materials);
            }

            // meshes
            if (meshes.Any())
            {
                f.KeyValue(() => meshes);
            }
            if (skins.Any())
            {
                f.KeyValue(() => skins);
            }

            // scene
            if (nodes.Any())
            {
                f.KeyValue(() => nodes);
            }
            if (scenes.Any())
            {
                f.KeyValue(() => scenes);
                if (scene >= 0)
                {
                    f.KeyValue(() => scene);
                }
            }

            // animations
            if (animations.Any())
            {
                f.Key("animations"); f.GLTFValue(animations);
            }
        }

19 View Source File : GltfDeserializer.g.cs
License : MIT License
Project Creator : sotanmochi

public static List<UniGLTF.glTFTextureSampler> Deserialize_gltf_samplers(ListTreeNode<JsonValue> parsed)
{
    var value = new List<glTFTextureSampler>();
    foreach(var x in parsed.ArrayItems())
    {
        value.Add(Deserialize_gltf_samplers_LIST(x));
    }
	return value;
}

19 View Source File : GltfDeserializer.g.cs
License : MIT License
Project Creator : vrm-c

public static List<UniGLTF.glTFTextureSampler> Deserialize_gltf_samplers(JsonNode parsed)
{
    var value = new List<glTFTextureSampler>();
    foreach(var x in parsed.ArrayItems())
    {
        value.Add(Deserialize_gltf_samplers_LIST(x));
    }
	return value;
}