UnityEditor.SceneView.CreateCameraTargetTexture C# (CSharp) Method

CreateCameraTargetTexture() private method

private CreateCameraTargetTexture ( Rect cameraRect, bool hdr ) : void
cameraRect UnityEngine.Rect
hdr bool
return void
        private void CreateCameraTargetTexture(Rect cameraRect, bool hdr)
        {
            bool flag = QualitySettings.activeColorSpace == ColorSpace.Linear;
            int num = Mathf.Max(1, QualitySettings.antiAliasing);
            if (this.IsSceneCameraDeferred())
            {
                num = 1;
            }
            RenderTextureFormat format = (!hdr || !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) ? RenderTextureFormat.ARGB32 : RenderTextureFormat.ARGBHalf;
            if (this.m_SceneTargetTexture != null)
            {
                bool flag2 = (this.m_SceneTargetTexture != null) && (flag == this.m_SceneTargetTexture.sRGB);
                if (((this.m_SceneTargetTexture.format != format) || (this.m_SceneTargetTexture.antiAliasing != num)) || !flag2)
                {
                    Object.DestroyImmediate(this.m_SceneTargetTexture);
                    this.m_SceneTargetTexture = null;
                }
            }
            Rect rect = Handles.GetCameraRect(cameraRect);
            int width = (int) rect.width;
            int height = (int) rect.height;
            if (this.m_SceneTargetTexture == null)
            {
                this.m_SceneTargetTexture = new RenderTexture(0, 0, 0x18, format);
                this.m_SceneTargetTexture.name = "SceneView RT";
                this.m_SceneTargetTexture.antiAliasing = num;
                this.m_SceneTargetTexture.hideFlags = HideFlags.HideAndDontSave;
            }
            if ((this.m_SceneTargetTexture.width != width) || (this.m_SceneTargetTexture.height != height))
            {
                this.m_SceneTargetTexture.Release();
                this.m_SceneTargetTexture.width = width;
                this.m_SceneTargetTexture.height = height;
            }
            this.m_SceneTargetTexture.Create();
        }