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OVROverlayMeshGenerator Class

Extends MonoBehaviour
When attached to a GameObject with an OVROverlay component, OVROverlayMeshGenerator will use a mesh renderer to preview the appearance of the OVROverlay as it would appear as a TimeWarp overlay on a headset.

Protected Methods

OnDestroy ()
Signature
void OVROverlayMeshGenerator.OnDestroy()
Returns
void
OnEnable ()
Signature
void OVROverlayMeshGenerator.OnEnable()
Returns
void

Methods

SetOverlay ( overlay )
Signature
void OVROverlayMeshGenerator.SetOverlay(OVROverlay overlay)
Parameters
overlay: OVROverlay
Returns
void

Static Methods

BuildCube ( verts , uv , cubeUV , triangles , position , rotation , scale , worldScale , subQuads , expandCoefficient )
Signature
static void OVROverlayMeshGenerator.BuildCube(List< Vector3 > verts, List< Vector2 > uv, List< Vector4 > cubeUV, List< int > triangles, Vector3 position, Quaternion rotation, Vector3 scale, float worldScale=800, int subQuads=1, float expandCoefficient=1.01f)
Parameters
verts: List< Vector3 >
uv: List< Vector2 >
cubeUV: List< Vector4 >
triangles: List< int >
position: Vector3
rotation: Quaternion
scale: Vector3
worldScale: float
subQuads: int
expandCoefficient: float
Returns
void
BuildHemicylinder ( verts , uv , triangles , scale , rect , longitudes )
Signature
static void OVROverlayMeshGenerator.BuildHemicylinder(List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 scale, Rect rect, int longitudes=128)
Parameters
verts: List< Vector3 >
uv: List< Vector2 >
triangles: List< int >
scale: Vector3
rect: Rect
longitudes: int
Returns
void
BuildQuad ( verts , uv , triangles , rect )
Signature
static void OVROverlayMeshGenerator.BuildQuad(List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Rect rect)
Parameters
verts: List< Vector3 >
uv: List< Vector2 >
triangles: List< int >
rect: Rect
Returns
void
BuildSphere ( verts , uv , triangles , position , rotation , scale , rect , worldScale , latitudes , longitudes , expandCoefficient )
Signature
static void OVROverlayMeshGenerator.BuildSphere(List< Vector3 > verts, List< Vector2 > uv, List< int > triangles, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect, float worldScale=800, int latitudes=128, int longitudes=128, float expandCoefficient=1.0f)
Parameters
verts: List< Vector3 >
uv: List< Vector2 >
triangles: List< int >
position: Vector3
rotation: Quaternion
scale: Vector3
rect: Rect
worldScale: float
latitudes: int
longitudes: int
expandCoefficient: float
Returns
void
GenerateMesh ( verts , uvs , cubeUVs , tris , shape , position , rotation , scale , rect )
Signature
static void OVROverlayMeshGenerator.GenerateMesh(List< Vector3 > verts, List< Vector2 > uvs, List< Vector4 > cubeUVs, List< int > tris, OVROverlay.OverlayShape shape, Vector3 position, Quaternion rotation, Vector3 scale, Rect rect)
Parameters
verts: List< Vector3 >
uvs: List< Vector2 >
cubeUVs: List< Vector4 >
tris: List< int >
position: Vector3
rotation: Quaternion
scale: Vector3
rect: Rect
Returns
void