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Question by inewland · Aug 12, 2015 at 05:08 PM · iostexture2dpvrtcpvrtextool

Command Line Arguments To Create PVRTC Using PVRTexTool

Does anyone know the command line arguments for creating PVRTC textures?

I've been trying to manually convert a few to have Unity load them in via 'Texture2D.LoadRawTextureData' but haven't had any luck.

I was able to use the Xcode utility to create a Unity readable pvrtc formatted file no problem. Can't seem to get it working with the PVRTexTool.

My current format is:

 PVRTexTool -i ~/Downloads/Tex_Natural_A.tga -o ~/Downloads/Tex_Natural_A.pvr -f PVRTC1_2,UBN,lRGB -q pvrtcfast

Any help would be great.

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Answer by inewland · Aug 12, 2015 at 05:10 PM

Ok so I figured it out...

There are a few things you have to do:

1) Encode your texture using these parameters:

 PVRTexTool -i ~/Downloads/Tex_Natural_A.tga -o ~/Downloads/Tex_Natural_A.pvr -f PVRTC1_2,UBN,lRGB -q pvrtcfast -legacypvr

2) Next inside of Unity, you need to strip the metadata/header data from the pvr before Unity can read it. Note that with legacy pvr, the header size is always has a 52 bit-length.

 WWW www = new WWW("file://" + dir.ToString() + "/Tex_Natural_A.pvr");
 yield return www;
 int headerSize = 52;
 byte[] buffer = new byte[www.size - headerSize];
 System.Buffer.BlockCopy(www.bytes, headerSize, buffer, 0, www.size - headerSize);
 Texture2D tex = new Texture2D(512,256,TextureFormat.PVRTC_RGBA2,false,true);
 tex.LoadRawTextureData(buffer);
 tex.Apply();
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