/// <summary>
    /// Copy camera's render target to triple buffered texture array and send it to OVROverlay object
    /// </summary>
    void OnPostRender()
    {
        if (srcRT)
        {
            Graphics.Blit(srcRT, overlayRTChain[overlayRTIndex]);
            OVROverlay ovrOverlay = ovrOverlayObj.GetComponent <OVROverlay>();
            Debug.Assert(ovrOverlay);
#if UNITY_2017_2_OR_NEWER
            ovrOverlay.OverrideOverlayTextureInfo(overlayRTChain[overlayRTIndex], overlayTexturePtrs[overlayRTIndex], UnityEngine.XR.XRNode.LeftEye);
#else
            ovrOverlay.OverrideOverlayTextureInfo(overlayRTChain[overlayRTIndex], overlayTexturePtrs[overlayRTIndex], UnityEngine.VR.VRNode.LeftEye);
#endif
            overlayRTIndex++;
            overlayRTIndex = overlayRTIndex % overlayRTChainSize;
        }
    }
Пример #2
0
 // Token: 0x06003A27 RID: 14887 RVA: 0x001262E0 File Offset: 0x001246E0
 private void OnPostRender()
 {
     if (this.srcRT)
     {
         Graphics.Blit(this.srcRT, this.overlayRTChain[this.overlayRTIndex]);
         OVROverlay component = this.ovrOverlayObj.GetComponent <OVROverlay>();
         component.OverrideOverlayTextureInfo(this.overlayRTChain[this.overlayRTIndex], this.overlayTexturePtrs[this.overlayRTIndex], VRNode.LeftEye);
         this.overlayRTIndex++;
         this.overlayRTIndex %= 3;
     }
 }
Пример #3
0
 /// <summary>
 /// Copy camera's render target to triple buffered texture array and send it to OVROverlay object
 /// </summary>
 void OnPostRender()
 {
     if (srcRT)
     {
         Graphics.Blit(srcRT, overlayRTChain[overlayRTIndex]);
         OVROverlay OVROverlay = OVROverlayObj.GetComponent <OVROverlay>();
         Debug.Assert(OVROverlay);
         OVROverlay.OverrideOverlayTextureInfo(overlayRTChain[overlayRTIndex], overlayTexturePtrs[overlayRTIndex], UnityEngine.XR.XRNode.LeftEye);
         overlayRTIndex++;
         overlayRTIndex = overlayRTIndex % overlayRTChainSize;
     }
 }
Пример #4
0
 /// <summary>
 /// Copy camera's render target to triple buffered texture array and send it to OVROverlay object
 /// </summary>
 void OnPostRender()
 {
     if (srcRT)
     {
         Graphics.Blit(srcRT, overlayRTChain[overlayRTIndex]);
         OVROverlay ovrOverlay = ovrOverlayObj.GetComponent <OVROverlay>();
         Debug.Assert(ovrOverlay);
         ovrOverlay.OverrideOverlayTextureInfo(overlayRTChain[overlayRTIndex], overlayTexturePtrs[overlayRTIndex]);
         overlayRTIndex++;
         overlayRTIndex = overlayRTIndex % overlayRTChainSize;
     }
 }