private void Start() { bg.SetActive(true); ResetTriggers(); videoTex.Release(); Screen.sleepTimeout = SleepTimeout.NeverSleep; }
public void OnDestroy() { // since we are using threads to do our work (networking, ..) // away of unity's default classes, we need to shutdown things // to avoid errors in the console while debugging if (ProtocolGame != null && ProtocolGame.IsGameRunning) { ProtocolGame.Disconnect(); // force disconnection (by trying to logout) } AppearanceStorage.UnloadSpriteProvider(); OnSecondaryTimeCheck.RemoveAllListeners(); CancelInvoke("SecondaryTimerCheck"); CancelInvoke("SaveMiniMap"); OptionStorage = null; InputHandler = null; AppearanceStorage = null; CreatureStorage = null; MiniMapStorage = null; MiniMapRenderer = null; WorldMapStorage = null; WorldMapRenderer = null; ChatStorage = null; MessageStorage = null; WorldMapRenderingTexture.Release(); MiniMapRenderingTexture.Release(); }
/// <summary> /// ペイント用テクスチャをリセット /// </summary> /// <param name="recreate">テクスチャを再生成するか</param> private void ResetPaintTexture(bool recreate) { if (recreate && paintTexture != null) { // CustomRenderTexture.Initialize()では_SelfTexture2Dが初期化されないため,新たにCustomRenderTextureを作成する var tmpTexture = new CustomRenderTexture(paintTexture.width, paintTexture.height, paintTexture.format, RenderTextureReadWrite.Default) { material = paintTexture.material, initializationSource = paintTexture.initializationSource, initializationColor = paintTexture.initializationColor, initializationTexture = paintTexture.initializationTexture, initializationMode = paintTexture.initializationMode, updateMode = paintTexture.updateMode, doubleBuffered = paintTexture.doubleBuffered }; tmpTexture.Create(); paintTexture.Release(); paintTexture = tmpTexture; } paintTexture.Initialize(); // メインテクスチャにセット paintRenderer.material.mainTexture = paintTexture; }
public void ClearAndSetCanvasBackground(Texture2D background) { if (colorTexture) { colorTexture.Release(); } if (maskTexture) { maskTexture.Release(); } maskTexture = new CustomRenderTexture(1024, 1024, RenderTextureFormat.ARGB64); colorTexture = new CustomRenderTexture(1024, 1024, RenderTextureFormat.ARGB64); colorMaterial.SetTexture(SplatMap, colorTexture); maskMaterial.SetTexture(SplatMap, maskTexture); mergeMaterial.SetTexture(MaskMap, maskTexture); mergeMaterial.SetTexture(ColorMap, colorTexture); mergeMaterial.SetTexture(BaseTexture, background); print(background); }
private void OnDestroy() { m_Light.cookie = null; if (m_customRenderTexture != null) { m_customRenderTexture.Release(); } if (Application.isPlaying) { if (m_customRenderTexture != null) { Destroy(m_customRenderTexture); } if (m_material != null) { Destroy(m_material); } } else { if (m_customRenderTexture != null) { DestroyImmediate(m_customRenderTexture); } if (m_material != null) { DestroyImmediate(m_material); } } }
IEnumerator Export() { CustomRenderTexture exportRT = NoiseTexGenerator.GenerateNoise2DBlendRT(blendMaterial, width, height); yield return(null); NoiseTexGenerator.ExportNoiseRTToPNG(exportRT); exportRT.Release(); }
IEnumerator Export() { CustomRenderTexture exportRT = NoiseTexGenerator_Single.GenerateNoiseRT(t, scale, width, height, depth); yield return(null); NoiseTexGenerator.ExportNoiseRTToPNG(exportRT); exportRT.Release(); }
/// <summary> /// Forces the volume map cells to be the closest possible to the specified size /// </summary> /// <param name="size">Uniform size desired for a single cell</param> public void ForceCellSize(float size) { volumeMap.Release(); volumeMap.width = Mathf.CeilToInt(transform.lossyScale.x / size); volumeMap.height = Mathf.CeilToInt(transform.lossyScale.y / size); volumeMap.volumeDepth = Mathf.CeilToInt(transform.lossyScale.z / size); volumeMap.Create(); InitializeVolumeMap(); }
void OnEnable() { _instance = this; renderTexture.Release(); renderTexture.width = Screen.width; renderTexture.height = Screen.height; renderTexture.Initialize(); // _renderer = GetComponent<Renderer>(); // renderTexture = new RenderTexture(Screen.width, Screen.height, 0); // renderTexture.Create(); // RenderPipelineManager.endFrameRendering += BlitTexture; }
public void Dispose() { if (writableTexture != null) { writableTexture.DiscardContents(); writableTexture.Release(); } Destroy(ref material); Destroy(ref writableTexture); Destroy(ref readableTexture); }
public override void Disable() { buffer0.Release(); buffer1.Release(); DestroyImmediate(buffer0); DestroyImmediate(buffer1); DestroyImmediate(updateMat); buffer0 = null; buffer1 = null; updateMat = null; }
IEnumerator Export() { CustomRenderTexture exportRT = NoiseTexGenerator.GenerateNoise2DBlendRT(blendMaterial, width, height); yield return(null); NoiseTexGenerator.ExportNoiseRTToPNG(exportRT); exportRT.Release(); for (int i = 0; i < NoiseTexGenerator.NOISE_NUM; i++) { oldType[i] = NoiseTexGenerator.Noise2DType.NeedChange; } win.Repaint(); }
private void OnValidate() { height = (int)Mathf.Max(height, 1f); if (cachedHeight == height) { return; } if (screen == null) { return; } screen.Release(); screen = new CustomRenderTexture((int)(height * mainCamera.aspect), height) { filterMode = FilterMode.Point }; screen.Create(); cachedHeight = height; }
IEnumerator ExportTex3D(bool isPNG) { CustomRenderTexture exportRT = NoiseTexGenerator_Single.GenerateNoiseRT(t, scale, width, height, depth); yield return(null); if (isPNG) { NoiseTexGenerator.SaveRTToPNG(exportRT, width, height, depth); } else { NoiseTexGenerator.SaveToTex3D(exportRT, width, height, depth); } NoiseTexGenerator.SetMaterial(); exportRT.Release(); }
/// <summary> /// Creates a render texture for use with the compute shader /// </summary> private void initRenderTexture() { if (_target == null || _target.width != Screen.width || _target.height != Screen.height) { // Release render texture if we already have one if (_target != null) { _target.Release(); } // Get a render target for Ray Tracing _target = new CustomRenderTexture(Screen.width, Screen.height, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); _target.material = renderMaterial; _target.enableRandomWrite = true; _target.Create(); } }
IEnumerator ExportTex3D(bool isPNG) { CustomRenderTexture exportRT = NoiseTexGenerator.GenerateNoise3DBlendRT(blendMaterial, width, height, depth); yield return(null); if (isPNG) { NoiseTexGenerator.SaveRTToPNG(exportRT, width, height, depth); } else { NoiseTexGenerator.SaveToTex3D(exportRT, width, height, depth); } exportRT.Release(); for (int i = 0; i < NoiseTexGenerator.NOISE_NUM; i++) { oldType[i] = NoiseTexGenerator.Noise3DType.NeedChange; } win.Repaint(); }
public static void Clear() { if (t_Blend2D != null) { t_Blend2D.Release(); } if (t_Blend3D != null) { t_Blend3D.Release(); } for (int i = 0; i < crtList.Length; i++) { if (crtList[i] != null) { crtList[i].Release(); crtList[i] = null; } } for (int i = 0; i < crtMatList.Length; i++) { if (crtMatList[i] != null) { Object.DestroyImmediate(crtMatList[i]); crtMatList[i] = null; } } if (m_Blend2D != null) { Object.DestroyImmediate(m_Blend2D); } if (m_Blend3D != null) { Object.DestroyImmediate(m_Blend3D); } }
private void OnDestroy() { _brushes.Clear(); maskTexture.Release(); }
void OnDestroy() { render_texture.Release(); compute_buffer.Release(); }