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Question by nrvllrgrs · Jan 06, 2013 at 02:54 PM · screenshotreadpixels

Texture2D.ReadPixels and not lose image quality

How do I use Texture2D and not lose image quality?

When the game starts, there are a random number of splats enabled.

alt text

Then when the user presses SPACE, the game captures the screen using Texture2D.ReadPixels and pushes that texture to a background texture. After which a random number of splats are enabled.

alt text

However, the captured image loses its quality. So instead of continuously adding splats on top of splats, old splats will eventually fade away entirely.

I am using the following code:

 _mainTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);

 yield return new WaitForEndOfFrame();
 _mainTexture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0, false);
 _mainTexture.Apply();
 
 renderer.material.mainTexture = _mainTexture;

first.png (161.5 kB)
second.png (203.6 kB)
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Answer by sdb7 · Apr 10, 2013 at 09:41 AM

Apply Mid maps..might help..

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avatar image nrvllrgrs · Apr 13, 2013 at 02:23 PM 0
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I'm not familiar with $$anonymous$$id maps. ...Do you mean mipmaps? If so, tried setting the 3rd parameter to be true, so the mipmaps were recalculated. But there was no change.

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