2d GUI的上层显示3d模型

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" + _myObject .GetInstanceID();
_myTexture.isPowerOfTwo = false;
_myCamera .targetTexture = _storyTexture;
}

 

Draw RenderTexture:

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

GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), _myTexture,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,手机上模型就会被缩放,需要选择ScaleToFit

posted @ 2013-03-02 16:24  星尘  阅读(556)  评论(1编辑  收藏  举报