// ============================================================================= // ============================================================================= // METHODS STATIC -------------------------------------------------------------- private static void Render4TapQuad( RenderTexture dest, float offsetX, float offsetY ) { GL.Begin( GL.QUADS ); // Direct3D needs interesting texel offsets! Vector2 off = Vector2.zero; if( dest != null ) { off = dest.GetTexelOffset()*0.75f; } Set4TexCoords( off.x, off.y, offsetX, offsetY ); GL.Vertex3( 0f, 0f, 0.1f ); Set4TexCoords( 1.0f + off.x, off.y, offsetX, offsetY ); GL.Vertex3( 1f, 0f, 0.1f ); Set4TexCoords( 1.0f + off.x, 1.0f + off.y, offsetX, offsetY ); GL.Vertex3( 1f, 1f, 0.1f ); Set4TexCoords( off.x, 1.0f + off.y, offsetX, offsetY ); GL.Vertex3( 0f, 1f, 0.1f ); GL.End(); }
static public int GetTexelOffset(IntPtr l) { try { UnityEngine.RenderTexture self = (UnityEngine.RenderTexture)checkSelf(l); var ret = self.GetTexelOffset(); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int GetTexelOffset(IntPtr l) { try { UnityEngine.RenderTexture self = (UnityEngine.RenderTexture)checkSelf(l); var ret = self.GetTexelOffset(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static int GetTexelOffset(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.RenderTexture obj = (UnityEngine.RenderTexture)ToLua.CheckObject(L, 1, typeof(UnityEngine.RenderTexture)); UnityEngine.Vector2 o = obj.GetTexelOffset(); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }