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LedRenderTextureDataSource

ClassLEDStudioLEDStudio
[ExecuteAlways]
[AddComponentMenu("LED Studio/Data Sources/RenderTexture Source")]
public sealed class LedRenderTextureDataSource : LedDataSourceBase, ILedSource

Feeds an external RenderTexture into the LED board (e.g. from a camera, a UI canvas, or another render pipeline). Place on the same GameObject as LEDStudio.LedBoardController or a child — it will be auto-discovered.

public void SetRenderTexture(RenderTexture rt)

Runtime-friendly setter that forwards to the SourceRenderTexture property.

Parameters

Name Type
rt UnityEngine.RenderTexture
public override void Prepare(Vector2Int targetResolution)

Allocates or resizes source resources for the requested logical board resolution.

Parameters

Name Type
targetResolution UnityEngine.Vector2Int
public override void UpdateSource(in TimeStep step)

Updates time-dependent content using the board’s deterministic simulation step.

Parameters

Name Type
step ImpossibleRobert.Common.Timing.TimeStep
public override void MarkClean()

Clears dirty state after the compositor consumes the current output.

public override void Release()

Releases textures and other resources owned by the source; repeated calls must be safe.

public LedRenderTextureDataSource()

public override LedSourceType SourceType { get; }

Returns

LEDStudio.LedSourceType

public override bool IsReady { get; }

Returns

System.Boolean

public override bool IsDirty { get; }

Returns

System.Boolean

public override Texture OutputTexture { get; }

Returns

UnityEngine.Texture

public RenderTexture SourceRenderTexture { get; set; }

Returns

UnityEngine.RenderTexture