



游戏里用了很多renderTexure来用shader迭代风场捏
定位到ts端是这两段代码引发的,format = RGBA8888时是没问题的,但是我有RGBA32F和RGB888的需求。。
this.forceArray = []; this.forceField = new Float32Array(2000 * 4); this.forceField.fill(0); const forceimage = new ImageAsset(); forceimage.reset({ _data: this.forceField, width: 2000, height: 1, format: Texture2D.PixelFormat.RGBA32F, _compressed: false }); this.forceTex = new Texture2D(); this.forceTex.reset({ width: 2000, height: 1 }); this.forceTex.setFilters(Texture2D.Filter.NONE, Texture2D.Filter.NONE); this.forceTex.image = forceimage; this.radiusField = new Uint8Array(2000 * 3); this.radiusField.fill(0); const raduisimage = new ImageAsset(); raduisimage.reset({ _data: this.radiusField, width: 2000, height: 1, format: Texture2D.PixelFormat.RGB888, _compressed: false }); this.radiusTex = new Texture2D(); this.radiusTex.reset({ width: 2000, height: 1 }); this.radiusTex.setFilters(Texture2D.Filter.NONE, Texture2D.Filter.NONE); this.radiusTex.image = raduisimage;
直接注释掉就可以了啊
注释掉什么?
直接把这个断言注释掉能跑吗?
看问题角度挺刁钻
@官方大佬,拜托啦这对我很重要! 