// LatencyTest void LatencyTest(RenderTexture dest) { byte r = 0, g = 0, b = 0; // See if we get a string back to send to the debug out string s = Marshal.PtrToStringAnsi(OVRDeviceImposter.GetLatencyResultsString()); if (s != null) { string result = "\n\n---------------------\nLATENCY TEST RESULTS:\n---------------------\n"; result += s; result += "\n\n\n"; print(result); } if (OVRDeviceImposter.DisplayLatencyScreenColor(ref r, ref g, ref b) == false) { return; } Debug.Log(r + " " + g + " " + b); RenderTexture.active = dest; Material material = ColorOnlyMaterial; QuadColor.r = (float)r / 255.0f; QuadColor.g = (float)g / 255.0f; QuadColor.b = (float)b / 255.0f; material.SetColor("_Color", QuadColor); GL.PushMatrix(); material.SetPass(0); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.Vertex3(0.3f, 0.3f, 0); GL.Vertex3(0.3f, 0.7f, 0); GL.Vertex3(0.7f, 0.7f, 0); GL.Vertex3(0.7f, 0.3f, 0); GL.End(); GL.PopMatrix(); }