// this is used for unity 5.6 //public IntPtr GetEyeTexturePtr56(dpncEYE eye) { return _texture_ptrs[(_current_texture_index + _texture_count + (int)eye - 2) % _texture_count]; } private void ConfigureEyeTexture (int buffer_index, dpncEYE eye , TEXTURE_DEPTH texture_depth , RenderTextureFormat texture_format , int texture_w, int texture_h ) { int tex_index = buffer_index + (int)eye; _textures[tex_index] = new RenderTexture (texture_w, texture_h , (int)texture_depth, texture_format); if (QualitySettings.antiAliasing != 0) { _textures[tex_index].antiAliasing = QualitySettings.antiAliasing; } else { #if UNITY_ANDROID && !UNITY_EDITOR _textures[tex_index].antiAliasing = 4; #else _textures[tex_index].antiAliasing = 1; #endif } _textures[tex_index].Create(); _texture_ptrs[tex_index] = _textures[tex_index].GetNativeTexturePtr(); }
/// <summary> /// Initialization Buffers. Called by DpnManager. /// </summary> public void Init (TEXTURE_DEPTH texture_depth , RenderTextureFormat texture_format , int texture_w, int texture_h ) { for (int i = 0; i < _texture_count; i += 2) { ConfigureEyeTexture(i, dpncEYE.LEFT , texture_depth , texture_format , texture_w, texture_h); ConfigureEyeTexture(i, dpncEYE.RIGHT , texture_depth , texture_format , texture_w, texture_h); } }