/// <summary> /// Method to be implemented by the provider to get the human depth texture descriptor. /// </summary> /// <param name="humanDepthDescriptor">The human depth texture descriptor to be populated, if available /// </param> /// <returns> /// <c>true</c> if the human depth texture descriptor is available and is returned. Otherwise, /// <c>false</c>. /// </returns> /// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human /// depth texture.</exception> public virtual bool TryGetHumanDepth(out XRTextureDescriptor humanDepthDescriptor) { throw new NotSupportedException("human depth texture is not supported by this implementation"); }
/// <summary> /// Gets the human stencil texture descriptor. /// </summary> /// <param name="humanStencilDescriptor">The human stencil texture descriptor to be populated, if available /// from the provider.</param> /// <returns> /// <c>true</c> if the human stencil texture descriptor is available and is returned. Otherwise, <c>false</c>. /// </returns> /// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human stencil /// texture.</exception> public bool TryGetHumanStencil(out XRTextureDescriptor humanStencilDescriptor) { return(m_Provider.TryGetHumanStencil(out humanStencilDescriptor)); }
/// <summary> /// Gets the human depth texture descriptor. /// </summary> /// <param name="humanDepthDescriptor">The human depth texture descriptor to be populated, if available from /// the provider.</param> /// <returns> /// <c>true</c> if the human depth texture descriptor is available and is returned. Otherwise, <c>false</c>. /// </returns> /// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human depth /// texture.</exception> public bool TryGetHumanDepth(out XRTextureDescriptor humanDepthDescriptor) { return(m_Provider.TryGetHumanDepth(out humanDepthDescriptor)); }
/// <summary> /// Get the <see cref="XRTextureDescriptor"/>s associated with the current /// <see cref="XRCameraFrame"/>. /// </summary> /// <returns>The current texture descriptors.</returns> /// <param name="defaultDescriptor">A default value which should /// be used to fill the returned array before copying in the /// real values. This ensures future additions to this struct /// are backwards compatible.</param> /// <param name="allocator">The allocator to use when creating /// the returned <c>NativeArray</c>.</param> public virtual NativeArray <XRTextureDescriptor> GetTextureDescriptors( XRTextureDescriptor defaultDescriptor, Allocator allocator) { return(new NativeArray <XRTextureDescriptor>(0, allocator)); }