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Correcting some copypasta errors.

Cleaning a switch statement.
/4.1
Todd Stinson 4 年前
当前提交
154b9c01
共有 1 个文件被更改,包括 2 次插入6 次删除
  1. 8
      Assets/Scripts/DisplayDepthImage.cs

8
Assets/Scripts/DisplayDepthImage.cs


affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[0, 1]);
affineBasisY = new Vector2(cameraMatrix[1, 0], cameraMatrix[1, 1]);
affineTranslation = new Vector2(cameraMatrix[0, 2], cameraMatrix[1, 2]);
#endif // UNITY_IOS
#endif // UNITY_ANDROID
// The camera display matrix includes scaling and offsets to fit the aspect ratio of the device. In most
// cases, the camera display matrix should be used directly without modification when applying depth to

#if UNITY_ANDROID
m_DisplayRotationMatrix = k_AndroidFlipYMatrix * m_DisplayRotationMatrix;
#endif // UNITY_IOS
#endif // UNITY_ANDROID
// Set the matrix to the raw image material.
m_RawImage.material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);

switch (m_CurrentScreenOrientation)
{
case ScreenOrientation.LandscapeRight:
rectSize = new Vector2(maxDimension, minDimension);
break;
rectSize = new Vector2(minDimension, maxDimension);
break;
case ScreenOrientation.Portrait:
default:
rectSize = new Vector2(minDimension, maxDimension);

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