Unity SDK Docs 1.5.0-beta.6
Loading...
Searching...
No Matches
TiltFive.SplitStereoTextures Class Reference

Public Member Functions

void Initialize (Glasses.DisplayInfo displayInfo)
 Creates and configures the stereo rendertextures.
void ValidateNativeTexturePointers ()
 Determines whether the left/right texture handles are still valid, and resets them if needed.
void GetNativeTexturePointers (out IntPtr leftTexHandle, out IntPtr rightTexHandle)
 Acquires the native output textures upon startup or invalidaiton.
void SubmitPreviewTextures (GlassesMirrorMode glassesMirrorMode)
 Copies frame data from the HDR input textures to the onscreen preview textures.

Public Attributes

RenderTexture LeftTexture_GLS
 The left eye rendertexture.
RenderTexture RightTexture_GLS
 The right eye rendertexture.
RenderTexture MonoPreviewTex
 The rendertexture used to display onscreen previews for the left or right eye camera.
RenderTexture StereoPreviewTex
 The rendertexture used to display onscreen previews for the left and right eye cameras in stereo.

Detailed Description

Definition at line 25 of file SplitStereoTextures.cs.

Member Function Documentation

◆ GetNativeTexturePointers()

void TiltFive.SplitStereoTextures.GetNativeTexturePointers ( out IntPtr leftTexHandle,
out IntPtr rightTexHandle )
inline

Acquires the native output textures upon startup or invalidaiton.

This should be executed after all rendering is complete, including UI and post processing.

Definition at line 130 of file SplitStereoTextures.cs.

◆ Initialize()

void TiltFive.SplitStereoTextures.Initialize ( Glasses.DisplayInfo displayInfo)
inline

Creates and configures the stereo rendertextures.

Parameters
renderFormat_UGLS

Definition at line 71 of file SplitStereoTextures.cs.

◆ SubmitPreviewTextures()

void TiltFive.SplitStereoTextures.SubmitPreviewTextures ( GlassesMirrorMode glassesMirrorMode)
inline

Copies frame data from the HDR input textures to the onscreen preview textures.

Parameters
glassesMirrorMode

Definition at line 147 of file SplitStereoTextures.cs.

◆ ValidateNativeTexturePointers()

void TiltFive.SplitStereoTextures.ValidateNativeTexturePointers ( )
inline

Determines whether the left/right texture handles are still valid, and resets them if needed.

This should be executed in OnPreRender(), otherwise IsCreated() always returns true

Definition at line 104 of file SplitStereoTextures.cs.

Member Data Documentation

◆ LeftTexture_GLS

RenderTexture TiltFive.SplitStereoTextures.LeftTexture_GLS

The left eye rendertexture.

This is used to send frame data to the glasses.

Definition at line 33 of file SplitStereoTextures.cs.

◆ MonoPreviewTex

RenderTexture TiltFive.SplitStereoTextures.MonoPreviewTex

The rendertexture used to display onscreen previews for the left or right eye camera.

Definition at line 56 of file SplitStereoTextures.cs.

◆ RightTexture_GLS

RenderTexture TiltFive.SplitStereoTextures.RightTexture_GLS

The right eye rendertexture.

This is used to send frame data to the glasses.

Definition at line 38 of file SplitStereoTextures.cs.

◆ StereoPreviewTex

RenderTexture TiltFive.SplitStereoTextures.StereoPreviewTex

The rendertexture used to display onscreen previews for the left and right eye cameras in stereo.

Definition at line 60 of file SplitStereoTextures.cs.


The documentation for this class was generated from the following file: