nativeTex | Native 3D texture object. |
width | 纹理宽度(以像素为单位)。 |
height | 纹理高度(以像素为单位)。 |
depth | Depth of texture in pixels |
format | 底层纹理对象的格式。 |
mipmap | 该纹理是否有多级渐进纹理? |
基于外部创建的原生纹理对象创建一个 Unity 纹理。
此函数最适用于原生代码插件,这些插件在 Unity 外部创建平台特定的纹理
对象,并且需要在 Unity 场景中使用这些纹理。也可以在 Unity 中创建纹理,
然后获取指向底层平台表示的指针;请参阅 Texture.GetNativeTexturePtr。
Parameters passed to CreateExternalTexture should match what the texture actually is; and the underlying texture should be 3D.
**Direct3D** 类设备上的原生纹理对象是一个指向基本类型的指针,可通过该指针创建纹理:
• D3D11: ID3D11ShaderResourceView*
or ID3D11Texture3D*
• D3D12: ID3D12Texture3D*
在 **OpenGL**/**OpenGL ES** 中为 GLuint
。
在 **Metal** 中为 id<MTLTexture>
。
For Vulkan, the nativeTex
parameter is a VkImage*
.
另请参阅:UpdateExternalTexture、Texture.GetNativeTexturePtr。
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