updateMipmaps | true に設定すると、mipmap のレベルを再計算します。 |
makeNoLongerReadable | true に設定すると、テクスチャのシステムメモリコピーを削除します。 |
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
, then the texture is marked as no longer readable
and memory is freed after uploading to GPU.
By default makeNoLongerReadable
is set to false
.
Apply is a potentially expensive operation, so you'll want to change as many pixels
as possible between Apply
calls.
Alternatively, if you don't need to access the pixels on the CPU, you could use Graphics.CopyTexture
for fast GPU-side texture data copies. Note that calling Apply
may undo the results of previous calls to Graphics.CopyTexture.
テクスチャはインポート設定で読み取り可能フラグが設定されている必要があります。
// 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(); } }
関連項目: SetPixel、SetPixels 関数、Graphics.CopyTexture