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Question by bangau1 · Jul 24, 2013 at 01:29 AM · androidrendertexture

GL_OUT_OF_MEMORY error when using RenderTexture in Unity Android

So I got this error when using RenderTexture, to capture some parts of my game, and copy it to Texture2d. W/Adreno200-ES20(22364): : GL_OUT_OF_MEMORY

Here is my code:

 public static Texture2D Capture (Camera camera, GameObject target, int originOffsetX, int originOffsetY,int width,int height, int outWidth, int outHeight) {
                 if (outHeight <= 1) throw new System.ArgumentOutOfRangeException ("outHeight <= 1");
                 if (outWidth <= 1) throw new System.ArgumentOutOfRangeException ("outWidth <= 1");
             
             
             Vector3 screenPos = camera.WorldToScreenPoint (target.transform.position);
             
             screenPos.x += originOffsetX;
             screenPos.y += originOffsetY;
             Debug.Log(screenPos.ToString());
 
             RenderTexture renderTarget = RenderTexture.GetTemporary(width, height, 16);// (outWidth, outHeight, 24);
 
             Texture2D outTexture = new Texture2D (outWidth, outHeight, TextureFormat.RGB24, false);
             camera.enabled = true;
             camera.targetTexture = renderTarget;
             camera.Render();
             camera.enabled = false;
             RenderTexture.active = renderTarget;
 
             
             outTexture.ReadPixels(new Rect(originOffsetX,originOffsetX, outHeight, outHeight), 0, 0);
 
             camera.targetTexture = null;
             RenderTexture.ReleaseTemporary(renderTarget);
                 
             return outTexture;
         }
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avatar image bangau1 · Jul 24, 2013 at 02:51 AM 0
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@clunk47: I am using NTT Docomo P-02E, it is high end device.

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