IRenderTargetPool3D Type
Provides pooled render textures to avoid per-frame allocation and disposal of RenderTexture2D resources for 3D rendering.
Acquired textures remain in use until IRenderTargetPool3D.ReleaseAll is called, typically once per frame. Textures are keyed by dimensions and reused across frames without being destroyed, avoiding GPU allocation overhead.
Instance members
| Instance member |
Description
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Full Usage:
this.Acquire
Parameters:
int
height : int
Returns: RenderTexture2D
A render texture with the specified width and height.
Modifiers: abstract |
Acquires a render texture matching the given dimensions. Reuses a previously released texture if available, otherwise creates a new one. The depth attachment is a renderbuffer (not sampleable).
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Full Usage:
this.AcquireWithDepth
Parameters:
int
height : int
Returns: RenderTexture2D
A render texture with a sampleable depth attachment.
Modifiers: abstract |
Acquires a render texture whose depth attachment is a sampleable texture (not a renderbuffer). Use this for scene RTs when post-process effects need to sample depth (fog, depth-of-field, SSAO). Reuses a previously released texture if available, otherwise creates a new custom FBO (color texture + depth texture). More expensive to create than IRenderTargetPool3D.Acquire, so only request it when depth sampling is actually needed.
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Full Usage:
this.ReleaseAll
Modifiers: abstract |
Returns all currently held textures to the pool. Call once per frame after rendering is complete. Textures are retained for future reuse. |
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