function Apply (updateMipmaps : bool = true, makeNoLongerReadable : bool = false) : void
Description
Actually apply all previous SetPixel and SetPixels changes.
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.
function Start () {
var texture =
new Texture2D(128, 128);
renderer.material.mainTexture = texture;
for (
var y :
int = 0; y < texture.height; ++y) {
for (
var x :
int = 0; x < texture.width; ++x) {
var color = (x&y) ?
Color.white :
Color.gray;
texture.SetPixel (x, y, color);
}
}
texture.Apply();
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
void Start() {
Texture2D texture =
new Texture2D(128, 128);
renderer.material.mainTexture = texture;
int y = 0;
while (y < texture.height) {
int x = 0;
while (x < texture.width) {
Color color = ((x & y) ?
Color.white :
Color.gray);
texture.SetPixel(x, y, color);
++x;
}
++y;
}
texture.Apply();
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
def
Start():
texture as Texture2D = Texture2D(128, 128)
renderer.material.mainTexture = texture
y as
int = 0
while y < texture.height:
x as
int = 0
while x < texture.width:
color as
Color = (
Color.white if (x & y)
else Color.gray)
texture.SetPixel(x, y, color)
++x
++y
texture.Apply()
See Also: SetPixel,
SetPixels functions.