Version: 2022.3
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Texture2D.Reinitialize

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Declaration

public bool Reinitialize(int width, int height);

Declaration

public bool Reinitialize(int width, int height, Experimental.Rendering.GraphicsFormat format, bool hasMipMap);

Declaration

public bool Reinitialize(int width, int height, TextureFormat format, bool hasMipMap);

Parameters

width New width of the Texture.
height New height of the Texture.
format New format of the Texture.
hasMipMap Indicates if the Texture should reserve memory for a full mip map chain.

Returns

bool Returns true if the reinitialization was a success.

Description

Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture.

This action also clears the pixel data associated with the texture from the CPU and GPU.

This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one.

It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See texture formats for more information about compressed and crunched textures.

Call Apply to upload the changed pixels to the graphics card.

Texture.isReadable must be true.

Texture2D.Reinitialize does not automatically update the special texture properties {TextureName}_TexelSize and {TextureName}_HDR, which Unity sets automatically on shaders and materials that use the texture. After using Texture2D.Reinitialize, you should update {TextureName}_TexelSize and {TextureName}_HDR on your material or shader if you need them.