Version: 2023.2
言語: 日本語

Texture3DConstructor

マニュアルに切り替える
public Texture3D (int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool createUninitialized= false);
public Texture3D (int width, int height, int depth, TextureFormat textureFormat, bool mipChain, IntPtr nativeTex= IntPtr.Zero);
public Texture3D (int width, int height, int depth, TextureFormat textureFormat, int mipCount, IntPtr nativeTex= IntPtr.Zero);
public Texture3D (int width, int height, int depth, TextureFormat textureFormat, int mipCount, IntPtr nativeTex= IntPtr.Zero, bool createUninitialized= false);

パラメーター

width ピクセル単位でのテクスチャの幅
height ピクセル単位でのテクスチャの高さ
depth ピクセル単位でのテクスチャのデプス
textureFormat テクスチャデータフォーマット。
mipChain Determines whether the texture has mipmaps or not. A value of 1 (true) means the texture does have mipmaps, and a value of 0 (false) means the texture doesn't have mipmaps.
nativeTex External native texture pointer to use. Defaults to generating its own internal native texture.
mipCount Amount of mipmaps to allocate for the texture.
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.

説明

新規に空の 3D テクスチャを作成します

3D テクスチャは、幅、高さ、そして奥行を持った、ピクセルによる箱として考える事ができます。大きなテクスチャはメモリ消費も大きくなります。例えば、 TextureFormat.ARGB32 形式でミップマップを持たない 1024x512x256 サイズのテクスチャは、メモリを 512MB 消費します。

Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.

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.

Additional resources: SetPixel, SetPixels, SetPixels32, Apply functions.