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标题: 【转载】unity3d GUI上显示3d模型 [打印本页]

作者: may    时间: 2012-11-22 01:08
标题: 【转载】unity3d GUI上显示3d模型
作者:smilelance



我们的游戏选择角色的时候需要在2d GUI的上层显示3d模型,默认3d模型是显示在2d GUI下面的,所以需要另外创建一个Camera,并且把新建的Camera 设置 target 到 RenderTexture,然后把这个RenderTexture显示到GUI上就行了。





    代码如下:

Create Camera:

            _myObject = new GameObject(_Name, typeof(Camera), typeof(Skybox));

            _myCamera = _myObject.camera;

            _myCamera .depth = 2;

            _myCamera .clearFlags = CameraClearFlags.Skybox;

            _myCamera .backgroundColor = Color.clear;//Color.black;

            _myCamera .nearClipPlane = 0.3f;

            _myCamera .fieldOfView = 60;

            _myCamera .orthographicSize = 100.0f;







Create RenderTexture:

    private static void InitTexture(int with, int height)

    {

//       _myTexture = new RenderTexture(with, height, 2);



_myTexture= RenderTexture.GetTemporary(with, height, 0, RenderTextureFormat.ARGB32);

        _myTexture.name = "storyTexture" + _storyObject.GetInstanceID();

        _myTexture.isPowerOfTwo = false;

        _myTexture.targetTexture = _storyTexture;

    }





Draw RenderTexture:

//GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _storyTexture,ScaleMode.StretchToFill);



GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _storyTexture,ScaleMode.ScaleToFit);







移动端有一些需要注意的地方:

1、创建RenderTexture的时候,如果直接new到iphone上背景就是黑的,晚上找到解决办法如下:



When setting up the Camera object, a RenderTexture is needed as the targetTexture for rendering. If you use a dynamically created Camera, you have one by default whose depth is 24. But it seems iOS devices only support depth = 0, so there are some problems.

To walk around, add a statement like this:

myCamera.targetTexture = RenderTexture.GetTemporary(myWidth, myHeight, 0, myFormat);

where the third parameter is the depth of the RenderTexture.



2、把RenderTexture画到屏幕上的时候,如果选择StretchToFill,手机上就会,需要选择ScaleToFit

作者: 艾西格亚    时间: 2012-11-22 23:26
这是不错的代码,感谢!

作者: 王者再临    时间: 2012-11-24 02:18
学习中!




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