Struct UnityXRTextureData
Container for different ways of representing texture data.
- If the format (#UnityXRRenderTextureDesc::colorFormat or
#UnityXRRenderTextureDesc::depthFormat) is a 'Reference' format, referenceTextureId
must be set.
- If the format is kUnityXRRenderTextureFormatSoftReferenceMSAA, both fields are used.
Otherwise, nativePtr is used.
Assembly: Unity.XR.OpenXR.dll
Syntax
public struct UnityXRTextureData
Fields
nativePtr
@brief Native texture ID if you've allocated it yourself. The texture ID varies by
graphics API. For example:
- GL: texture name that comes from glGenTextures
- DX11: ID3D11Texture2D*
- Vulkan: vkImage*
You can pass in #kUnityXRRenderTextureIdDontCare and have Unity allocate one for you.
Declaration
Field Value
referenceTextureId
Texture ID to share color / depth with in the case of reference color / depth format.
Declaration
public uint referenceTextureId
Field Value
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