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Question by eduacostam · Dec 28, 2011 at 09:45 PM · texturewebcamunity 3.5bitmap

Need to access memory address of Texture in Unity 3.5 Beta

I have a library written in C++ with binding for C# for gathering information from an image. Currently in C#.NET I'm using my library in this way:

 unsafe
 {
     Bitmap imageData = new Bitmap("image.jpg");
     BitmapData data = imageData.LockBits(
             new Rectangle(new Point(0, 0), imageData.Size),
             ImageLockMode.ReadWrite,
             PixelFormat.Format24bppRgb);
 
     // Get the address of first pixel in image
     byte* pointer = (byte*)data.Scan0;
 
     // My object singleton
     Live live = w2d.GetLive();
 
     // Call process and retrieve information
     Content content = live.Process(pointer,
             (uint)imageData.Width,
             (uint)imageData.Height,
             data.Stride,
             false,
             engine);
 }

Now what I want is to integrate this with Unity. Using a Unity script I've created a WebCamTexture object like this:

 WebCamDevice device = new WebCamDevice();
 // texture is a class attribute in order to be able to access it from Update()
 texture = new WebCamTexture(device.name, (int)width, (int)height, 30);
 
 renderer.material.mainTexture = texture;
 texture.Play();

This works great and I can see the webcam image in Unity when executing.

On the Update() method of this script I would like to retrieve the frame from memory (as I do with the Bitmap in .NET) and pass that info to my processing library. In essence what I need is a way to find the memory address of the frame and how it is encoded in memory (I hope it's like the Bitmap (uncompressed) and RGB24).

Thanks in advance,

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Answer by tonio · Feb 23, 2012 at 11:15 PM

Have you had any succes on this. I need exactly the same thing. I tried to use getPixels32(data) but the returned data seems strange to me.

If I save it to a png image, the resulting image looks strange. Color[] tmp = new Color[data.Length]; for (int i = 0; i < tmp.Length; i++) { tmp[i].r = data[i].r;//m_vidframe_byte[3 i]; tmp[i].g = data[i].g;//m_vidframe_byte[3 i + 1]; tmp[i].b = data[i].b;//m_vidframe_byte[3 * i + 2]; }

             // For testing purposes, also write to a file in the project folder
             count++;
            
             var tex = new Texture2D (640, 480, TextureFormat.RGB24, false);
             tex.SetPixels(tmp);
             tex.Apply();
        
             // Encode texture into PNG
             var bytes = tex.EncodeToPNG();
             Destroy (tex);
    
            
             File.WriteAllBytes(Application.dataPath + "/../SavedScreen" + count + ".png", bytes);
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