示例#1
0
        private void ConfigureTargetTexture(int width, int height)
        {
            bool flag = false;

            if (this.m_TargetTexture && this.m_CurrentColorSpace != QualitySettings.activeColorSpace)
            {
                UnityEngine.Object.DestroyImmediate(this.m_TargetTexture);
            }
            if (!this.m_TargetTexture)
            {
                this.m_CurrentColorSpace        = QualitySettings.activeColorSpace;
                this.m_TargetTexture            = new RenderTexture(0, 0, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
                this.m_TargetTexture.name       = "GameView RT";
                this.m_TargetTexture.filterMode = FilterMode.Point;
                this.m_TargetTexture.hideFlags  = HideFlags.HideAndDontSave;
                EditorGUIUtility.SetGUITextureBlitColorspaceSettings(EditorGUIUtility.GUITextureBlitColorspaceMaterial);
            }
            if (this.m_TargetTexture.width != width || this.m_TargetTexture.height != height)
            {
                this.m_TargetTexture.Release();
                this.m_TargetTexture.width        = width;
                this.m_TargetTexture.height       = height;
                this.m_TargetTexture.antiAliasing = 1;
                flag = true;
                if (this.m_TargetClamped)
                {
                    Debug.LogWarningFormat("GameView reduced to a reasonable size for this system ({0}x{1})", new object[]
                    {
                        width,
                        height
                    });
                }
            }
            this.m_TargetTexture.Create();
            if (flag)
            {
                this.ClearTargetTexture();
            }
        }