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Question by CoastersPaul · May 01, 2017 at 03:10 PM · texture2dimageprocedural generation

What's the best way to draw to a texture?

My game has a small procedurally generated world, and I'm trying to make it generate textures with a map of it for an in-game globe. I'm having trouble grasping how to draw lines onto a texture (the rest of drawing should mostly be that and floodfills, which seem pretty easy.)

Most of the code samples that I've found for drawing lines on a Texture2D only allow for single width lines, and use tons of calls to SetPixel, which I've heard is slow. I've also seen suggestions to use GL immediate mode rendering to a RenderTexture, but I don't know if there's any way to save that and I don't know if it will even do what I want.

Is there some asset I'm missing that would make this easier? If I do have to write a line rasterization algorithm myself, could someone give me an overview of how that would work?

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avatar image bobisgod234 · May 02, 2017 at 06:07 AM 0
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You can save a RenderTexture to a Texture2D: http://answers.unity3d.com/questions/9969/convert-a-rendertexture-to-a-texture2d.html

Do you need to keep updating this map texture in realtime? Or is it just generated once?

avatar image Mikael-H · May 02, 2017 at 09:52 AM 0
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If you need to draw to the texture then use SetPixels (not SetPixel) and draw all you need in one go. Do you need to redraw the lines every frme or only at generation? SetPixels is not superfast but definitely fast enough to do once, maybe even fast enough to do per frame in some cases.

If you need to draw several times every frame I would look into using a rendertexture as rendertarget.

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