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Texture2D.CreateExternalTexture

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public static method CreateExternalTexture(width: int, height: int, format: TextureFormat, mipmap: bool, linear: bool, nativeTex: IntPtr): Texture2D;
public static Texture2D CreateExternalTexture(int width, int height, TextureFormat format, bool mipmap, bool linear, IntPtr nativeTex);

Parameters

nativeTexNative 2D texture object.
widthWidth of texture in pixels.
heightHeight of texture in pixels.
formatFormat of underlying texture object.
mipmapDoes the texture have mipmaps?
linearIs texture using linear color space?

Description

Creates Unity Texture out of externally created native texture object.

This function is mostly useful for native code plugins that create platform specific texture objects outside of Unity, and need to use these textures in Unity scenes. It is also possible to create a texture in Unity and get a pointer to the underlying platform representation; see Texture.GetNativeTexturePtr.

Parameters passed to CreateExternalTexture should match what the texture actually is; and the underlying texture should be 2D (Cubemaps or 3D textures will not work).

Native texture object on Direct3D-like devices is a pointer to the base type, from which a texture can be created (IDirect3DBaseTexture9 on D3D9, ID3D11ShaderResourceView on D3D11). On OpenGL/OpenGL ES it is GLuint. On Metal it is id<MTLTexture>.

See Also: UpdateExternalTexture, Texture.GetNativeTexturePtr.

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