private new void Start() { base.Start(); // Clamp JPG image quality if (m_JPGQuality < 0) { m_JPGQuality = 0; } if (m_JPGQuality > 100) { m_JPGQuality = 100; } // Set maximum allowed timestep correct Time.maximumDeltaTime = Time.fixedDeltaTime; // Correct cubemap size if not power of 2 if (!MathematicsUtils.IsPowerOfTwo(m_CubemapSize)) { int powerOf2 = 2; while (powerOf2 < m_CubemapSize) { powerOf2 *= 2; } m_CubemapSize = powerOf2; } // Create render cubemap m_Cubemap = new Cubemap(m_CubemapSize, TextureFormat.RGB24, false); m_Camera = GetComponent <Camera>(); // Set up transform shader m_TransformShader = Shader.Find("RockVR/CubemapToEquirectangular"); m_TransformMaterial = new Material(m_TransformShader); }
private new void Start() { base.Start(); // Clamp JPG image quality if (m_JPGQuality < 0) { m_JPGQuality = 0; } if (m_JPGQuality > 100) { m_JPGQuality = 100; } Camera[] cameras = Camera.allCameras; // disable other cameras except the capture camera foreach (Camera camera in cameras) { if (camera.gameObject.name != gameObject.name) { camera.gameObject.SetActive(false); } } // Set maximum allowed timestep correct Time.maximumDeltaTime = Time.fixedDeltaTime; // Correct cubemap size if not power of 2 if (!MathematicsUtils.IsPowerOfTwo(m_CubemapSize)) { int powerOf2 = 2; while (powerOf2 < m_CubemapSize) { powerOf2 *= 2; } m_CubemapSize = powerOf2; } // Create render cubemap m_Cubemap = new Cubemap(m_CubemapSize, TextureFormat.RGB24, false); m_Camera = GetComponent <Camera> (); }