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Using Graphics.CopyTexture with Compressed (DXT) textures

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Hello, anyone makes Graphics.CopyTexture work with Compressed (DXT) textures? From [Graphics.CopyTexture][1] Compressed texture formats add some restrictions to the CopyTexture with a region variant. For block-based formats (e.g. DXT, ETC), the region size and coordinates must be a multiple of compression block size (4 pixels for DXT). Which I quite not understand what they mean by region size and coordinates, and how I should alter the code. I am using for(int j = 0; j < texture.mipmapCount; j++) { // Copy all mipmap levels Graphics.CopyTexture(texture, 0, j, texture2DArray, i, j); //-i- is index into texture2DArray } But getting: Invalid texture format: 25 UnityEngine.Graphics:CopyTexture(Texture, Int32, Int32, Texture, Int32, Int32) Image invalid format! UnityEngine.Graphics:CopyTexture(Texture, Int32, Int32, Texture, Int32, Int32) But the result saved in texture2DArray looks OK. Any help will be appreciated. [1]: https://docs.unity3d.com/ScriptReference/Graphics.CopyTexture.html

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