Example #1
0
 private void SetOrClearRenderTextureCreationFlag(bool value, RenderTextureCreationFlags flag)
 {
     if (value)
     {
         this._flags |= flag;
     }
     else
     {
         this._flags &= ~flag;
     }
 }
Example #2
0
 public RenderTextureDescriptor(int width, int height, RenderTextureFormat colorFormat, int depthBufferBits) : this()
 {
     this.width           = width;
     this.height          = height;
     volumeDepth          = 1;
     msaaSamples          = 1;
     this.colorFormat     = colorFormat;
     this.depthBufferBits = depthBufferBits;
     dimension            = Rendering.TextureDimension.Tex2D;
     shadowSamplingMode   = Rendering.ShadowSamplingMode.None;
     vrUsage    = VRTextureUsage.None;
     _flags     = RenderTextureCreationFlags.AutoGenerateMips | RenderTextureCreationFlags.AllowVerticalFlip;
     memoryless = RenderTextureMemoryless.None;
 }
Example #3
0
 public RenderTextureDescriptor(int width, int height, GraphicsFormat colorFormat, int depthBufferBits, int mipCount) : this()
 {
     _flags               = RenderTextureCreationFlags.AutoGenerateMips | RenderTextureCreationFlags.AllowVerticalFlip; // Set before graphicsFormat to avoid erasing the flag set by graphicsFormat
     this.width           = width;
     this.height          = height;
     volumeDepth          = 1;
     msaaSamples          = 1;
     this.graphicsFormat  = colorFormat;
     this.depthBufferBits = depthBufferBits;
     this.mipCount        = mipCount;
     dimension            = Rendering.TextureDimension.Tex2D;
     shadowSamplingMode   = Rendering.ShadowSamplingMode.None;
     vrUsage              = VRTextureUsage.None;
     memoryless           = RenderTextureMemoryless.None;
 }
 public RenderTextureDescriptor(int width, int height, RenderTextureFormat colorFormat, int depthBufferBits)
 {
     this                    = default(RenderTextureDescriptor);
     this.width              = width;
     this.height             = height;
     this.volumeDepth        = 1;
     this.msaaSamples        = 1;
     this.colorFormat        = colorFormat;
     this.depthBufferBits    = depthBufferBits;
     this.dimension          = TextureDimension.Tex2D;
     this.shadowSamplingMode = ShadowSamplingMode.None;
     this.vrUsage            = VRTextureUsage.None;
     this._flags             = (RenderTextureCreationFlags.AutoGenerateMips | RenderTextureCreationFlags.AllowVerticalFlip);
     this.memoryless         = RenderTextureMemoryless.None;
 }