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Add code to the loops to clear the intermediate renderers generated by the loop.

/main
Tim Cooper 8 年前
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d159698d
共有 4 个文件被更改,包括 12 次插入1 次删除
  1. 2
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  2. 3
      Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
  3. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  4. 3
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

2
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


base.Render(renderLoop, dataStore);
cameraProvider.GetCamerasToRender(m_CamerasToRender);
Render(renderLoop, m_CamerasToRender);
CleanCameras(m_CamerasToRender);
m_CamerasToRender.Clear();
}
// Main entry point for our scriptable render loop

3
Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs


}
renderLoop.Submit();
CleanCameras(m_CamerasToRender);
m_CamerasToRender.Clear();
}
public static void Run(TestDelegate renderCallback)

5
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


protected override void InternalBuild()
{
base.InternalBuild();
base.InternalBuild();
HDRenderLoop realOwner = GetRealOwner<HDRenderLoop>();
realOwner.Build();
}

renderLoop.Submit();
}
CleanCameras(m_CamerasToRender);
m_CamerasToRender.Clear();
// Post effects
}

3
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


}
renderLoop.Submit();
CleanCameras(m_CamerasToRender);
m_CamerasToRender.Clear();
}
void FinalPass(ScriptableRenderContext loop)

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