private void Update() { if (m_Device != null) { InitTargetTexture(); m_Device.ClearColor = m_ClearColor; m_Device.DisableDirtRect = DisableDirtRect; m_Device.IsFlip = IsFlip; IRenderTargetNotify notify = null; if (m_IsShowRenderer) { notify = this; } m_Device.Update(Time.deltaTime, notify); } }
public void Update(float delta, IRenderTargetNotify notify) { // 排序CameraList列表 SortCamList(); // 1.先清理Target if (m_RenerTarget != null) { // 通过Camera接口处理了, 这里注释 // m_RenerTarget.Prepare(); // 多摄像机渲染,根据摄影机深度排序后顺序渲染 bool isRender = false; for (int i = 0; i < m_CamList.Count; ++i) { var cam = m_CamList[i]; if (cam != null) { cam.Update(delta); } if (CameraRender(cam)) { isRender = true; } } if (!isRender) { // Debug.LogError("NoRenderer"); } if (m_IsFlip) { m_RenerTarget.FlipToNotify(notify); } } }