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Texture2D.Texture2D

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public Texture2D(width: int, height: int)
public Texture2D(int width, int height);

Parameters

Description

Create a new empty texture.

The texture will be width by height size, with an ARGB32 TextureFormat, with mipmaps and in sRGB color space.

Usually you will want to set the colors of the texture after creating it, using SetPixel, SetPixels and Apply functions.

#pragma strict
// Create a new texture and assign it to the renderer's material
function Start() {
	var texture: Texture2D = new Texture2D(128, 128);
	var renderer: Renderer = GetComponent.<Renderer>();
	renderer.material.mainTexture = texture;
}
// 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); Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = texture; } }

See Also: SetPixel, SetPixels, Apply functions.


public Texture2D(width: int, height: int, format: TextureFormat, mipmap: bool)
public Texture2D(int width, int height, TextureFormat format, bool mipmap);

Parameters

Description

Create a new empty texture.

The texture will be width by height size, with a given format, with mipmaps or without and in either the linear or sRGB color space.

Usually you will want to set the colors of the texture after creating it, using SetPixel, SetPixels and Apply functions.

See Also: SetPixel, SetPixels, Apply functions.


public Texture2D(width: int, height: int, format: TextureFormat, mipmap: bool, linear: bool)
public Texture2D(int width, int height, TextureFormat format, bool mipmap, bool linear);

Parameters

Description

See Also: SetPixel, SetPixels, Apply functions.