Texture2D Constructor
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Close public Texture2D(width:
int,
height: int)
public Texture2D(int width,
int height);
Description
Create a new empty texture.
The texture will be width
by height
size, with an RGBA32 TextureFormat, with mipmaps and in sRGB color space.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
#pragma strict
// Create a new texture and assign it to the renderer's material
function Start() {
var texture: Texture2D = new Texture2D(128, 128);
var renderer: Renderer = GetComponent.<Renderer>();
renderer.material.mainTexture = texture;
}
// 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);
Renderer renderer = GetComponent<Renderer>();
renderer.material.mainTexture = texture;
}
}
public
Texture2D(
width:
int,
height: int,
format:
TextureFormat,
mipmap: bool)
public
Texture2D(int
width,
int
height,
TextureFormat format,
bool
mipmap);
Description
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with or without mipmaps.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.
public
Texture2D(
width:
int,
height: int,
format:
TextureFormat = TextureFormat.RGBA32,
mipmap: bool = true,
linear: bool = false)
public
Texture2D(int
width,
int
height,
TextureFormat format = TextureFormat.RGBA32,
bool
mipmap = true,
bool
linear = false);
Description
Create a new empty texture.
The texture will be width
by height
size, with a given format
, with mipmaps
or without and in either the linear or sRGB color space.
Usually you will want to set the colors of the texture after creating it, using
SetPixel, SetPixels and Apply functions.
See Also: SetPixel, SetPixels, Apply functions.