Ejemplo n.º 1
0
    static bool pendingBlit;     // for chaining across cameras (since Unity doesn't handle this properly)

    void OnPreRender()
    {
        if (pendingBlit)
        {
            Graphics.Blit(SteamVR_Camera.sceneTexture, RenderTexture.active);
        }

        if (tracker.wireframe)
        {
            GL.wireframe = true;
        }

        if (clearFlags == CameraClearFlags.Skybox)
        {
            var material = GetSkyboxMaterial();
            if (material != null)
            {
                SteamVR_Utils.DrawSkybox(material, tracker.offset.rotation, camera.projectionMatrix);
            }
            else
            {
                GL.Clear(true, true, Color.black);
                GL.PushMatrix(); GL.PopMatrix();                 // Necessary when setting clearFlags to Nothing for some reason.
            }
        }
        else
        {
            var clearColor = clearFlags == CameraClearFlags.Color;
            var clearDepth = clearFlags != CameraClearFlags.Nothing;
            GL.Clear(clearDepth, clearColor, camera.backgroundColor);
            GL.PushMatrix(); GL.PopMatrix();             // Necessary when setting clearFlags to Nothing for some reason.
        }
    }