If updateMipmaps
is true
, the mipmap levels are recalculated as well, using
the base level as a source. Usually you want to use true
in all cases except when
you've modified the mip levels yourself using SetPixels.
By default updateMipmaps
is set to true
.
If makeNoLongerReadable
is true
, texture will be marked as no longer readable
and memory will be freed after uploading to GPU.
By default makeNoLongerReadable
is set to false
.
This is a potentially expensive operation, so you'll want to change as many pixels
as possible between Apply
calls.
The texture has to have Is Readable flag set in the import settings.
#pragma strict // Create a new texture and assign it to the renderer's material function Start() { var texture: Texture2D = new Texture2D(128, 128); GetComponent.<Renderer>().material.mainTexture = texture; for (var y: int = 0; y < texture.height; y++) { for (var x: int = 0; x < texture.width; x++) { var color: Color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); }
// 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); GetComponent<Renderer>().material.mainTexture = texture;
for (int y = 0; y < texture.height; y++) { for (int x = 0; x < texture.width; x++) { Color color = ((x & y) != 0 ? Color.white : Color.gray); texture.SetPixel(x, y, color); } } texture.Apply(); } }