Ok so… been waiting for ages for a faster way to upload parts of an existing texture. I see Unity 5 now adds an override to SetPixels32 which lets you set just a rectangular block of pixels. Sounds helpful… not to have to set all the pixels in the entire texture.
What I’d like to know is, once you call Apply(). … will it ONLY upload the blocks of pixels that were modified (e.g. like with glTexSubImage2D()) OR will it actually still upload the entire array of pixels/the whole texture over the graphics bus?
I guess I could sort of test this with an experiment, but I’d like the official verdict.
If not, then as a feature request, I’d like to see like ApplyRect() as a new command… like Apply(), which accepts a rectangle, describing which portion of the texture actually gets applied/uploaded… so the whole thing doesn’t have to go over the bus every time. That would be really helpful.