国庆,中秋 收假了,菜鸟在这里给大家道声祝福:
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const _depthStencilAttachment = new GFXDepthStencilAttachment();
let renderTex = new RenderTexture();
renderTex.reset({
width: 500,
height: 700,
passInfo: {
colorAttachments: [_colorAttachment],
depthStencilAttachment: _depthStencilAttachment,
}
});
let spriteframe: SpriteFrame = this.camerSprite.spriteFrame;
let sp: SpriteFrame = new SpriteFrame();
sp.reset({
originalSize: spriteframe.originalSize,
rect: spriteframe.rect,
offset: spriteframe.offset,
isRotate: spriteframe.rotated,
borderTop: spriteframe.insetTop,
borderLeft: spriteframe.insetLeft,
borderBottom: spriteframe.insetBottom,
borderRight: spriteframe.insetRight,
});
this.camera.targetTexture = renderTex;
sp.texture = renderTex;
this.camerSprite.spriteFrame = sp;
//对比和之前版本的代码,两点调整:
//- 1.SpriteFrame 属性调整
//- 2.renderTex.reset 参数的调整
-
5.在实现过程中可能会出现,本来只想显示指定的模型,但是会将摄像机的缓冲颜色也显示出来,如图:
这里菜鸟是将摄像机的ClearColor的透明度直接调为0,
地址
-
微信公众号:搬砖小菜鸟
- 扫码关注公众号,发送”3d-in-ui”可获取源码
在这里插入图片描述