UnityEditor.GameView.ConfigureTargetTexture C# (CSharp) Method

ConfigureTargetTexture() private method

private ConfigureTargetTexture ( int width, int height ) : void
width int
height int
return void
        private void ConfigureTargetTexture(int width, int height)
        {
            bool flag = false;
            if ((this.m_TargetTexture != null) && (this.m_CurrentColorSpace != QualitySettings.activeColorSpace))
            {
                Object.DestroyImmediate(this.m_TargetTexture);
            }
            if (this.m_TargetTexture == null)
            {
                this.m_CurrentColorSpace = QualitySettings.activeColorSpace;
                this.m_TargetTexture = new RenderTexture(0, 0, 0x18, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
                this.m_TargetTexture.name = "GameView RT";
                this.m_TargetTexture.filterMode = FilterMode.Point;
                this.m_TargetTexture.hideFlags = HideFlags.HideAndDontSave;
            }
            int num = Mathf.Max(1, QualitySettings.antiAliasing);
            if (((this.m_TargetTexture.width != width) || (this.m_TargetTexture.height != height)) || (this.m_TargetTexture.antiAliasing != num))
            {
                this.m_TargetTexture.Release();
                this.m_TargetTexture.width = width;
                this.m_TargetTexture.height = height;
                this.m_TargetTexture.antiAliasing = num;
                flag = true;
                if (this.m_TargetClamped)
                {
                    object[] args = new object[] { width, height };
                    Debug.LogWarningFormat("GameView reduced to a reasonable size for this system ({0}x{1})", args);
                }
            }
            this.m_TargetTexture.Create();
            if (flag)
            {
                this.ClearTargetTexture();
            }
        }