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Fix some issues.

/main
Yuncong Zhang 6 年前
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50bd7bdc
共有 2 个文件被更改,包括 3 次插入4 次删除
  1. 3
      Runtime/editor/editor_window.cs
  2. 4
      Runtime/ui/painting/canvas_impl.cs

3
Runtime/editor/editor_window.cs


using Unity.UIWidgets.ui;
using Unity.UIWidgets.widgets;
using UnityEditor;
using UnityEditor.Experimental.UIElements;
using UnityEngine;
namespace Unity.UIWidgets.editor {

D.assert(this._surface == null);
this._surface = this.createSurface();
this._rasterizer.setup(this._surface, this._antiAliasing);
this._rasterizer.setup(this._surface, this.antiAliasing);
_windowAdapters.Add(this);
this._alive = true;
}

4
Runtime/ui/painting/canvas_impl.cs


RenderLayer _currentLayer;
Rect _lastScissor;
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, int antiAliasing, MeshPool meshPool) {
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool, int antiAliasing) {
D.assert(renderTexture);
D.assert(devicePixelRatio > 0);
D.assert(meshPool != null);

public CommandBufferCanvas(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool, int antiAliasing = Window.DefaultAntiAliasing)
: base(new PictureRecorder()) {
this._flusher = new PictureFlusher(renderTexture, devicePixelRatio, antiAliasing, meshPool);
this._flusher = new PictureFlusher(renderTexture, devicePixelRatio, meshPool, antiAliasing);
}
public override float getDevicePixelRatio() {

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