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ReflectionProbe.IsFinishedRendering

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public method IsFinishedRendering(renderId: int): bool;
public bool IsFinishedRendering(int renderId);

Parameters

renderId An integer representing the RenderID as returned by the RenderProbe method.

Returns

bool True if the render has finished, false otherwise.

See Also: timeSlicingMode

Description

Checks if a probe has finished a time-sliced render.

#pragma strict
public class UpdateProbeEvery2Seconds extends MonoBehaviour {
	private var RenderId: int = -1;
	private var TheProbe: ReflectionProbe;
	public var TargetTexture: RenderTexture;
	function Start() {
		TheProbe = GetComponent.<ReflectionProbe>();
		// set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame.
		TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce;
		while ( true ) {
			new WaitForSeconds(2.0f)// render the probe over several frames and blit into TargetTexture once finished.
			RenderId = TheProbe.RenderProbe(TargetTexture);
		}
	}
	function Update() {
		if (TheProbe.IsFinishedRendering(RenderId)) {
			// Probe has finished rendering, do something with the render texture
		}
	}
}
using UnityEngine;
using System.Collections;

public class UpdateProbeEvery2Seconds : MonoBehaviour { private int RenderId = -1; private ReflectionProbe TheProbe; public RenderTexture TargetTexture;

IEnumerator Start() { TheProbe = GetComponent<ReflectionProbe>();

// set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame. TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce; while (true) { yield return new WaitForSeconds(2.0f);

// render the probe over several frames and blit into TargetTexture once finished. RenderId = TheProbe.RenderProbe(TargetTexture); } }

void Update() { if (TheProbe.IsFinishedRendering(RenderId)) { // Probe has finished rendering, do something with the render texture } } }

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