Version: 2017.1

ReflectionProbe.IsFinishedRendering

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public bool IsFinishedRendering (int renderId);

Parámetros

renderId Un entero representando el RenderID como se retorna por el método RenderProbe.

Valor de retorno

bool True if the render has finished, false otherwise.

See Also: timeSlicingMode

Descripción

revisa si un probe ha terminado de renderizarse con time-sliced.

using UnityEngine;
using System.Collections;

public class UpdateProbeEvery2Seconds : MonoBehaviour { private int RenderId = -1; private ReflectionProbe TheProbe; public RenderTexture TargetTexture;

IEnumerator Start() { TheProbe = GetComponent<ReflectionProbe>();

// set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame. TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce; while (true) { yield return new WaitForSeconds(2.0f);

// render the probe over several frames and blit into TargetTexture once finished. RenderId = TheProbe.RenderProbe(TargetTexture); } }

void Update() { if (TheProbe.IsFinishedRendering(RenderId)) { // Probe has finished rendering, do something with the render texture } } }