private void UpdateAtlasTexture() { if (atlas == null) { if (m_UVs.Count > m_Blitter.queueLength) { // This can happen when the graphic device reloads. m_ForceReblitAll = true; } atlas = CreateAtlasTexture(); return; } if (atlas.width != m_Allocator.physicalWidth || atlas.height != m_Allocator.physicalHeight) { RenderTexture newAtlas = CreateAtlasTexture(); if (newAtlas == null) { Debug.LogErrorFormat("Failed to allocate a render texture for the dynamic atlas. Current Size = {0}x{1}. Requested Size = {2}x{3}.", atlas.width, atlas.height, m_Allocator.physicalWidth, m_Allocator.physicalHeight); } else { m_Blitter.BlitOneNow(newAtlas, atlas, new RectInt(0, 0, atlas.width, atlas.height), new Vector2Int(0, 0), false, Color.white); } UIRUtility.Destroy(atlas); atlas = newAtlas; } }
void UpdateAtlasTexture() { if (atlas == null) { atlas = CreateAtlasTexture(); return; } if (atlas.width != m_CurrentSize.x || atlas.height != m_CurrentSize.y) { RenderTexture newAtlas = CreateAtlasTexture(); if (newAtlas == null) { Debug.LogErrorFormat("Failed to allocate a render texture for the dynamic atlas. Current Size = {0}x{1}. Requested Size = {2}x{3}.", atlas.width, atlas.height, m_CurrentSize.x, m_CurrentSize.y); } else { m_Blitter.BlitOneNow(newAtlas, atlas, new RectInt(0, 0, atlas.width, atlas.height), new Vector2Int(0, 0), false, Color.white); } UIRUtility.Destroy(atlas); atlas = newAtlas; } }
private void UpdateAtlasTexture() { if (atlas == null) { if (m_UVs.Count > m_Blitter.queueLength) { // This can happen when the graphic device reloads. m_ForceReblitAll = true; } atlas = CreateAtlasTexture(); return; } if (atlas.width != m_Allocator.physicalWidth || atlas.height != m_Allocator.physicalHeight) { RenderTexture newAtlas = CreateAtlasTexture(); m_Blitter.BlitOneNow(newAtlas, atlas, new RectInt(0, 0, atlas.width, atlas.height), new Vector2Int(0, 0), false, Color.white); UIRUtility.Destroy(atlas); atlas = newAtlas; } }