discardColor | 是否应该丢弃颜色缓冲区? |
discardDepth | 是否应该丢弃深度缓冲区? |
提示 GPU 驱动程序将不使用 RenderTexture 的内容。
在某些平台上,
如果您指示何时不再需要 RenderTexture 的当前内容,则可以提高性能。
这可以避免在重用纹理时将其从一种类型的内存复制到另一种内存的操作。
Xbox 360、XBox One 和许多移动 GPU 都可因此受益。
该调用通常仅在给定的 RenderTexture
当前处于活动状态的渲染目标时才有意义。
进行该调用后,RenderTexture 的内容变为未定义状态,
因此在清除 RenderTexture 或绘制到其每个像素之前,用户不应尝试访问其内容。
默认情况下,将同时丢弃颜色缓冲区和深度缓冲区,但可以使用可选的布尔参数单独选择缓冲区。
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