updateMipmaps | When set to true, mipmap levels are recalculated. |
makeNoLongerReadable | When set to true, system memory copy of a texture is released. |
If updateMipmaps
is true
, the mipmap levels are recalculated as well, using
the base level as a source. Usually you want to use true
in all cases except when
you've modified the mip levels yourself using SetPixels.
By default updateMipmaps
is set to true
.
If makeNoLongerReadable
is true
, texture will be marked as no longer readable
and memory will be freed after uploading to GPU.
By default makeNoLongerReadable
is set to false
.
Apply is a potentially expensive operation, so you'll want to change as many pixels
as possible between Apply
calls.
Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture
for fast GPU-side texture data copies. Note that calling Apply
may undo the results of previous calls to Graphics.CopyTexture.
The texture has to have Is Readable flag set in the import settings.
#pragma strict // Create a new texture and assign it to the renderer's material function Start() { var texture: Texture2D = new Texture2D(128, 128); GetComponent.<Renderer>().material.mainTexture = texture; for (var y: int = 0; y < texture.height; y++) { for (var x: int = 0; x < texture.width; x++) { var color: Color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); }
// Create a new texture and assign it to the renderer's material using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); GetComponent<Renderer>().material.mainTexture = texture;
for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }
See Also: SetPixel, SetPixels functions, Graphics.CopyTexture.