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. |
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.