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Question by bhart · Mar 11, 2013 at 03:07 AM · textureupdateloading

loading a texture every frame

Can someone please show me how to load a texture every frame in Update(), before or after but not during any rendering, and further how to make sure that any memory from the previous loading of a texture is released. Psuedocode:

Update function called Load image into texture Set texture Release memory for any previous texture, and any temporary memory buffers allocated. Update function exits

Note: I've tried forcing GC to no avail. And this is not for a game, but rather a special type of simulation so doing it every frame is what I want.

Thanks.

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avatar image robertbu · Mar 11, 2013 at 03:38 AM 0
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How big are these textures? Can we see your code?

avatar image bhart · Mar 11, 2013 at 03:49 AM 0
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The textures will be 2048 X 2048. I've tried different ways but for example:

//within Update() txtr = new Texture2D(2048,2048);

FileStream fs = new FileStream("C:\Users\User\Pictures\$$anonymous$$actexture.png", File$$anonymous$$ode.Open, FileAccess.Read);

byte[] imageData = new byte[fs.Length];

fs.Read(imageData, 0, (int) fs.Length);

txtr.LoadImage(imageData);

renderer.material.mainTexture = txtr;

fs.Dispose();//doesn't help with memory not being released System.GC.Collect();//doesn't help with memory not being released System.GC.WaitForPendingFinalizers();//doesn't help with memory not being released

avatar image robertbu · Mar 13, 2013 at 05:01 AM 0
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I've had success for an iPad app using Resources.Load(). Resources.UnloadAsset(), but you are going to have a low frame rate if you are doing this each frame.

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