I was wondering if anyone might be able to help me with this.
I am trying to load a bunch of images using WWW.LoadImageIntoTexture, but I don’t actually need to use them as textures in the game. They are used to generate splatmaps and place trees/details on terrain. I need the pixel-data to run the mapping algorithms, but I don’t need the images stored in VRAM because they’re never rendered as actual textures in the scene.
Do I have to roll-my-own Image class to do this or will Texture2D suffice? The images are fairly large and I really don’t want them clogging up the VRAM.