{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class BufferedRTHandleSystem | High Definition RP | 6.5.3-preview
docs.unity3d.com
"{0}"의 검색 결과

    목차 표시/숨기기

    Class BufferedRTHandleSystem

    Implement a multiple buffering for RenderTextures.

    상속
    object
    BufferedRTHandleSystem
    구현
    IDisposable
    상속된 멤버
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Experimental.Rendering
    어셈블리: solution.dll
    구문
    public class BufferedRTHandleSystem : IDisposable

    메서드

    이름 설명
    AllocBuffer(int, Func<RTHandleSystem, int, RTHandle>, int)

    Allocate RT handles for a buffer.

    Dispose()

    Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

    GetFrameRT(int, int)

    Return the frame RT or null.

    ReleaseAll()

    Deallocate and clear all buffers.

    SetReferenceSize(int, int, MSAASamples)

    Set the reference size for this RT Handle System (RTHandleSystem.SetReferenceSize(int, int, bool, MSAASamples))

    Swap()

    Swap the buffers.

    Take care that if the new current frame needs resizing, it will occurs during the this call.

    문서 개요
    맨 위로
    Copyright © 2023 Unity Technologies — 상표 및 이용약관
    • 법률정보
    • 개인정보처리방침
    • 쿠키
    • 내 개인정보 판매 금지
    • Your Privacy Choices (Cookie Settings)