Class ZOAsyncGPUReadbackPluginRequest
Inheritance
System.Object
ZOAsyncGPUReadbackPluginRequest
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: ZO.Util.Rendering
Assembly: Unity.ZeroSim.dll
Syntax
public class ZOAsyncGPUReadbackPluginRequest
Constructors
| Improve this Doc View SourceZOAsyncGPUReadbackPluginRequest(Texture)
Create an AsyncGPUReadbackPluginRequest. Use official AsyncGPUReadback.Request if possible. If not, it tries to use OpenGL specific implementation Warning! Can only be called from render thread yet (not main thread)
Declaration
public ZOAsyncGPUReadbackPluginRequest(Texture src)
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.Texture | src |
Properties
| Improve this Doc View Sourcedone
Check if the request is done
Declaration
public bool done { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
hasError
Check if the request has an error
Declaration
public bool hasError { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Methods
| Improve this Doc View SourceDispose()
Has to be called to free the allocated buffer after it has been used
Declaration
public void Dispose()
GetRawData()
Declaration
public byte[] GetRawData()
Returns
| Type | Description |
|---|---|
| System.Byte[] |
Update(Boolean)
Has to be called regularly to update request status. Call this from Update() or from a corountine
Declaration
public void Update(bool force = false)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | force | Update is automatic on official api, so we don't call the Update() method except on force mode. |