Compressed textures with Texture2DArray built at runtime

I’ve been looking in to building a Texture2DArray at runtime. I had planned on using Graphics.CopyTexture to efficiently copy textures into the array. However I just noticed in the documentation that Metal and OpenGL ES 3.0 do not support Graphics.CopyTexture. Not ideal, but I can just use SetPixels I guess… however the documentation for Texture2D.SetPixels says that it will not work for compressed texture formats.

Is there any way to build a Texture2DArray in a compressed format at runtime on Metal and OpenGL ES 3.0?

It seems like it would be nice for Texture2DArray to have a LoadRawTextureData method like the Texture2D class. I would prefer to avoid doing so, but if I have to, could I use a native plugin to somehow update the Texture2DArray with compressed texture data?

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