“This function works only on ARGB32, RGB24 and Alpha8 texture formats. For other formats it always returns opaque white.”
So it’s not possible on the iPhone because it forces PVRTC compression?
Or is this part of the script reference maybe outdated? :roll:
(I don’t own the iPhone basic license yet so i can’t test)
I don’t want to display the texture on the iPhone - i only want to use it as container for data!!! (really lot of data). If it not works what would be a good way to get a lot of data into an iPhone project?
For some reason I thought that I read somewhere that we can now use GetPixels etc on compressed images. Am I insane?
I was going to put all my UI images into one sheet and then pick them out using GetPixels as needed so that my really big image could be power of 2 and equal width and height thus allowing compression.
But if I cannot compress that really big image then the whole thing seems pointless. I see that the documentation specifies the same types as were supported before by GetPixels but I know that sometimes things change but the documentation does not. Can anyone confirm?
These are images I am using for my UI, not for 3D objects. I am not going to be using GetPixels due to the memory overhead of using that huge uncompressed image. Instead I have decided to go with loading the images as needed using Resources.Load.
At first I had set up 2 scenes, each with its own UI images one of which was loaded based on the device. However, detecting the device added more loading time to my game so I was looking for a way to consolidate the 2 scenes. Since none of my UI images are power of 2, width equaling height, I created the image sheet in order to get some compression. But if GetPixels will not work on compressed textures, there is no reason to go that way.
its not like you will want to use sprite manager or guimanager for the matter and not ongui … at least if its meant to be performant. and in this case its really just meshes too (ps: all is 3d. gui texture and ongui just don’t expose the direct control. ongui gives indirect as you can define what part of a texture is drawn with drawtexture for example etc)
I am not sure how drawtexture can help me here, unless I am misreading the documentation… The only Rect parameter is for where on the screen we draw the texture, not which part of the texture we are drawing.
“position Rectangle on the screen to draw the texture within.”
Did I miss something?
Either way, thank you very much for your response and input. I love this community!
Everything in Unity is 3D objects, even the UI. It’s still faster and more efficient to use UV mapping, whether you use a third-party GUI system or do it yourself.