- Home /
 
               Question by 
               nrvllrgrs · Jan 06, 2013 at 02:54 PM · 
                screenshotreadpixels  
              
 
              Texture2D.ReadPixels and not lose image quality
How do I use Texture2D and not lose image quality?
When the game starts, there are a random number of splats enabled.

Then when the user presses SPACE, the game captures the screen using Texture2D.ReadPixels and pushes that texture to a background texture. After which a random number of splats are enabled.

However, the captured image loses its quality. So instead of continuously adding splats on top of splats, old splats will eventually fade away entirely.
I am using the following code:
 _mainTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
 yield return new WaitForEndOfFrame();
 _mainTexture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
 _mainTexture.Apply();
 
 renderer.material.mainTexture = _mainTexture;
 
                 
                first.png 
                (161.5 kB) 
               
 
                
                 
                second.png 
                (203.6 kB) 
               
 
              
               Comment
              
 
               
              Answer by sdb7 · Apr 10, 2013 at 09:41 AM
Apply Mid maps..might help..
I'm not familiar with $$anonymous$$id maps. ...Do you mean mipmaps? If so, tried setting the 3rd parameter to be true, so the mipmaps were recalculated. But there was no change.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                