Revert the aspect ratio to the screen's aspect ratio.
static public int ResetAspect(IntPtr l) { try{ UnityEngine.Camera self = (UnityEngine.Camera)checkSelf(l); self.ResetAspect(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int ResetAspect(IntPtr l) { try { UnityEngine.Camera self = (UnityEngine.Camera)checkSelf(l); self.ResetAspect(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public KIS_IconViewer(Part p, int resolution) { if (p.partInfo.name == "kerbalEVA" || p.partInfo.name == "kerbalEVAfemale") { // Icon Camera GameObject camGo = new GameObject("KASCamItem" + camStaticIndex); camGo.transform.parent = p.transform; camGo.transform.localPosition = Vector3.zero + new Vector3(0, 0.35f, 0.7f); camGo.transform.localRotation = Quaternion.identity; camGo.transform.Rotate(0.0f, 180f, 0.0f); cam = camGo.AddComponent<Camera>(); cam.orthographic = true; cam.orthographicSize = 0.35f; cam.clearFlags = CameraClearFlags.Color; // Render texture RenderTexture tex = new RenderTexture(resolution, resolution, 8); this.texture = tex; cam.cullingMask = Camera.main.cullingMask; cam.farClipPlane = 1f; // Texture cam.targetTexture = tex; cam.ResetAspect(); } else { // Instantiate part icon iconPrefab = UnityEngine.Object.Instantiate((UnityEngine.Object)p.partInfo.iconPrefab) as GameObject; // Command Seat Icon Fix (Temporary workaround until squad fix the broken shader) Shader fixShader = Shader.Find("KSP/Alpha/Cutoff Bumped"); foreach (Renderer r in iconPrefab.GetComponentsInChildren<Renderer>(true)) { foreach (Material m in r.materials) { if (m.shader.name == "KSP/Alpha/Cutoff") { m.shader = fixShader; } } } iconPrefab.SetActive(true); // Icon Camera GameObject camGo = new GameObject("KASCamItem" + camStaticIndex); camGo.transform.position = new Vector3(camStaticIndex, iconPosY, 0); camGo.transform.rotation = Quaternion.identity; cam = camGo.AddComponent<Camera>(); cam.orthographic = true; cam.orthographicSize = zoom; cam.clearFlags = CameraClearFlags.Color; // Render texture RenderTexture tex = new RenderTexture(resolution, resolution, 8); this.texture = tex; //light if (iconLight == null) { GameObject lightGo = new GameObject("KASLight"); iconLight = lightGo.AddComponent<Light>(); iconLight.cullingMask = 1 << mask; iconLight.type = LightType.Directional; iconLight.intensity = lightIntensity; } // Layer cam.cullingMask = 1 << mask; SetLayerRecursively(iconPrefab, mask); // Texture cam.targetTexture = tex; cam.ResetAspect(); // Cam index this.camIndex = camStaticIndex; camStaticIndex += 2; ResetPos(); } iconCount += 1; }
protected void UpdateCamera(Camera camera, RenderTexture rt) { camera.targetTexture = rt; camera.ResetAspect(); camera.ResetProjectionMatrix(); }
public KIS_IconViewer(Part p, int resolution) { if (p.partInfo.name == "kerbalEVA" || p.partInfo.name == "kerbalEVAfemale") { // Icon Camera GameObject camGo = new GameObject("KASCamItem" + camStaticIndex); camGo.transform.parent = p.transform; camGo.transform.localPosition = Vector3.zero + new Vector3(0, 0.35f, 0.7f); camGo.transform.localRotation = Quaternion.identity; camGo.transform.Rotate(0.0f, 180f, 0.0f); cam = camGo.AddComponent<Camera>(); cam.orthographic = true; cam.orthographicSize = 0.35f; cam.clearFlags = CameraClearFlags.Color; // Render texture RenderTexture tex = new RenderTexture(resolution, resolution, 8); this.texture = tex; cam.cullingMask = Camera.main.cullingMask; cam.farClipPlane = 1f; // Texture cam.targetTexture = tex; cam.ResetAspect(); } else { // Instantiate part icon iconPrefab = UnityEngine.Object.Instantiate((UnityEngine.Object)p.partInfo.iconPrefab) as GameObject; iconPrefab.SetActive(true); // Icon Camera GameObject camGo = new GameObject("KASCamItem" + camStaticIndex); camGo.transform.position = new Vector3(camStaticIndex, iconPosY, 0); camGo.transform.rotation = Quaternion.identity; cam = camGo.AddComponent<Camera>(); cam.orthographic = true; cam.orthographicSize = zoom; cam.clearFlags = CameraClearFlags.Color; // Render texture RenderTexture tex = new RenderTexture(resolution, resolution, 8); this.texture = tex; //light if (iconLight == null) { GameObject lightGo = new GameObject("KASLight"); iconLight = lightGo.AddComponent<Light>(); iconLight.cullingMask = 1 << mask; iconLight.type = LightType.Directional; iconLight.intensity = lightIntensity; } // Layer cam.cullingMask = 1 << mask; SetLayerRecursively(iconPrefab, mask); // Texture cam.targetTexture = tex; cam.ResetAspect(); // Cam index this.camIndex = camStaticIndex; camStaticIndex += 2; ResetPos(); } iconCount += 1; }