Version: 2022.3
LanguageEnglish
  • C#

Texture2DArray Constructor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear = false);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear = false, bool createUninitialized = false);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear);

Declaration

public Texture2DArray(int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized);

Parameters

width Width of texture array in pixels.
height Height of texture array in pixels.
depth Number of elements in the texture array.
linear Does the texture contain non-color data (i.e. don't do any color space conversions when sampling)? Default is false.
textureFormat Format of the texture.
mipChain Should mipmaps be created?
mipCount Amount of mips to allocate for the texture array.
createUninitialized Use this flag to create the texture with uninitialized data. When overriding all texels anyway, this can lead to improved performance and reduced memory usage.

Description

Create a new texture array.

Enable createUninitialized to make the texture reference uninitialized data (both on the CPU and GPU). When overriding all texels, this can lead to improved performance and reduced memory usage during construction. Note that sampling an uninitialized texture gives unpredictable values.

Usually you will want to set the colors of the texture after creating it. Use SetPixels, SetPixels32 or Graphics.CopyTexture functions for that.

Note that this class does not support Texture2DArray creation with a Crunch compression TextureFormat.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961