本文整理汇总了C#中UnityEngine.RenderTexture.GetNativeTextureID方法的典型用法代码示例。如果您正苦于以下问题:C# RenderTexture.GetNativeTextureID方法的具体用法?C# RenderTexture.GetNativeTextureID怎么用?C# RenderTexture.GetNativeTextureID使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.RenderTexture
的用法示例。
在下文中一共展示了RenderTexture.GetNativeTextureID方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SFMovieCreationParams
// Allows a rendertexture to be passed in
public SFMovieCreationParams(String name, int ox, int oy, int width, int height,
IntPtr pdata, int length, bool initFirstFrame, RenderTexture texture, Color32 bgColor,
bool useBackgroundColor = false, ScaleModeType scaleModeType = ScaleModeType.SM_ShowAll, bool bAutoManageVP = true):
this(name, ox, oy, width, height, pdata, length, initFirstFrame, bgColor, useBackgroundColor, scaleModeType, bAutoManageVP)
{
IsRenderToTexture = (texture != null);
TexWidth = ((texture != null) ? (UInt32)texture.width : 0);
TexHeight = ((texture != null) ? (UInt32)texture.height : 0);
#if (UNITY_4_0) || (UNITY_4_1)
if (texture)
{
#if UNITY_IPHONE
TextureId = (uint)texture.GetNativeTextureID();
#else
IntPtr texPtr = texture.GetNativeTexturePtr();
TextureId = (uint)(texPtr);
#endif //UNITY_IPHONE
}
else
{
TextureId = 0;
}
#else
TextureId = ((texture != null) ? (UInt32)texture.GetNativeTextureID() : 0);
#if UNITY_STANDALONE_WIN
if (SystemInfo.graphicsDeviceVersion[0] == 'D')
{
// SystemInfo.graphicsDeviceVersion starts with either "Direct3D" or "OpenGL".
// We need to disable RTT on D3D+Windows because GetNativeTextureID() returns
// a garbage value in D3D mode instead of zero, even though
// GetNativeTextureID() is only supported in OpenGL mode.
TextureId = 0;
IsRenderToTexture = false;
TexWidth = 0;
TexHeight = 0;
}
#endif //UNITY_STANDALONE_WIN
#endif //(UNITY_4_0) || (UNITY_4_1)
// pData = Marshal.AllocCoTaskMem(Marshal.SizeOf(typeof(System.IntPtr)));
// Marshal.WriteIntPtr(pData, pdata);
}