public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, byte[] data, TextureMode mode, StencilUsage stencilUsage, DepthStencilFormat depthStencilFormat, DepthStencilMode depthStencilMode, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility) { var abstraction = new RenderTexture2D(this, usage, mode); if (!abstraction.Init(width, height, format, data, stencilUsage, depthStencilFormat, depthStencilMode, allowRandomAccess, nodeVisibility)) { abstraction.Dispose(); throw new Exception("Failed to create RenderTexture2D"); } return(abstraction); }
public override Texture2DBase CreateRenderTexture2D(int width, int height, TextureFormat format, RenderTextureUsage usage, TextureMode mode, MSAALevel msaaLevel, bool allowRandomAccess, MultiGPUNodeResourceVisibility nodeVisibility) { var abstraction = new RenderTexture2D(this, usage, mode); if (!abstraction.Init(width, height, format, msaaLevel, allowRandomAccess, nodeVisibility)) { abstraction.Dispose(); throw new Exception("Failed to create RenderTexture2D"); } return(abstraction); }