Version: 2022.3
言語: 日本語

Texture2DArrayConstructor

マニュアルに切り替える
public Texture2DArray (int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear= false);
public Texture2DArray (int width, int height, int depth, TextureFormat textureFormat, bool mipChain, bool linear= false, bool createUninitialized= false);
public Texture2DArray (int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear);
public Texture2DArray (int width, int height, int depth, TextureFormat textureFormat, int mipCount, bool linear, bool createUninitialized);

パラメーター

width テクスチャ配列の幅 (ピクセル)
height テクスチャ配列の高さ (ピクセル)
depth テクスチャ配列の要素の数
linear テクスチャに色データ以外のデータが含まれるかどうか (つまり、サンプリングのときに色空間の変換が行われるか)。デフォルトは false。
textureFormat テクスチャ形式
mipChain ミップマップを作成しますか?
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.

説明

新しいテクスチャ配列を作成

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.