www.texture results in black texture in Android

Using WWW I have loaded image from Android Mobile to www object

planeObj.renderer.material.mainTexture = www.texture;

I am sure image is loaded because www.bytesDownloaded prints exact number of bytes in the image.

Debug.Log ("No of bytes downloaded are " + www.bytesDownloaded);

Here is my full code attached to an empty game object. this shows actual image when I play in Unity, but when the android app is running, I m getting a black image.

public class ExampleClass : MonoBehaviour {
	GameObject Cube;

	public string url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";
	IEnumerator Start() {
		GameObject planeObj = GameObject.CreatePrimitive (PrimitiveType.Cube);
		planeObj.name="SuperPlane";
		planeObj.transform.eulerAngles = new Vector3 (270,180f, 0f);
		planeObj.transform.localScale = new Vector3 (1.0f, 0, 1.0f);
		WWW www = new WWW(url);
		yield return www;
		planeObj.renderer.material.mainTexture = www.texture; 
}}

If it is not able to access image it should show ? image, I am getting image as black in color and there is no error in the android logcat console. I have also added a light to make it visible.

edit : simplfied the question to minute level.

Try the following:

WWW www = new WWW(url);
yield return www;

if(www != null && www.error == null)
{
	Texture2D text = new Texture2D(128, 128, TextureFormat.DXT1, false); //TextureFormat must be DXT
	
	texture.renderer.material.mainTexture = text;
	
	www.LoadImageIntoTexture(text);
}

I don’t how this is working, if someone explains that will be great.

In Android player settings, I have changed Rendering path to Vertex lit instead of “Forward”
It is also not working for other option “Deferred Lighting”