Question by
suitmrt · Jan 16, 2019 at 03:08 PM ·
texture2dpngmemory usageruntime-generation
texture created at runtime twice as big as imported texture
The problem is, when I create a texture by reading bytes from a ".png" file - the texture created takes 2X memory, compared to the texture that was just dragged from assets to the "texture" property of raw image. The texture I'm dragging to raw image is the .png file imported to assets folder as ARGB32 with no mip-maps. I have tested both cases in the inspector separately, here is the code:
public RawImage rim;
public void CreateTexture()
{
string path = Application.streamingAssetsPath + "/Test.png";
byte[] byteArray = File.ReadAllBytes(path);
Texture2D tex2d = new Texture2D(2920, 2920, TextureFormat.ARGB32, false);
tex2d.LoadImage(byteArray);
rim.texture = tex2d;
}
How to decrease memory usage with runtime created textures, not imported ones (because, I need to download them from the internet)?
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