Пример #1
0
 public override void FrameGate_Input(Texture2D tex)
 {
     if (peer == null)
     {
         return;
     }
     if (receivedTextureBufferIsUpdated)
     {
         return;
     }
     inputTexturePixels    = tex.GetPixels32();
     inputTextureHandle    = GCHandle.Alloc(inputTexturePixels, GCHandleType.Pinned);
     inputTexturePixlesPtr = inputTextureHandle.AddrOfPinnedObject();
     peer.FramgeGate_Input(inputTexturePixlesPtr, tex.width, tex.height);
 }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (textureDataIsUpdated)
        {
            tex.LoadRawTextureData(renderingBuffer);
            tex.Apply();


            RenderTexture currentRT = RenderTexture.active;
            RenderTexture.active = SubCameraTexture;
            inputTexture.ReadPixels(new Rect(0, 0, SubCameraTexture.width, SubCameraTexture.height), 0, 0);
            inputTexture.Apply();
            RenderTexture.active = currentRT;
            pixels       = inputTexture.GetPixels32();
            handle       = GCHandle.Alloc(pixels, GCHandleType.Pinned);
            texPixlesPtr = handle.AddrOfPinnedObject();
            peer.FramgeGate_Input(texPixlesPtr, (int)tex.width, (int)tex.height);

            textureDataIsUpdated = false;
        }
    }
Пример #3
0
    public override void FrameGate_Input(Texture2D tex, long timestamp_us)
    {
        if (peer == null)
        {
            return;
        }
        if (receivedTextureBufferIsUpdated)
        {
            return;
        }
        inputTexturePixels    = tex.GetPixels32();
        inputTextureHandle    = GCHandle.Alloc(inputTexturePixels, GCHandleType.Pinned);
        inputTexturePixlesPtr = inputTextureHandle.AddrOfPinnedObject();
        peer.FramgeGate_Input(inputTexturePixlesPtr, (int)tex.width, (int)tex.height, timestamp_us);

        if (!localDataChan)
        {
            return;
        }
//        bool rst = peer.SendDataViaDataChannel(timestamp_us.ToString());
        bool rst = peer.SendDataViaDataChannel("hello");
    }