Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by SigmatroN13 · Aug 27, 2015 at 04:15 PM · performancetexture2dimagefiles

How to make a Photo Gallery?

Hi there. I'm triyng to make a photo gallery that loads photos from a local disk, makes previews, splits them between pages.. basic stuff. To create a full sized photo/preview I'm using the following code:

 public Photo(string file_name, int width, int height, Vector2 position, string caption)
         {
             float time = Time.realtimeSinceStartup;
             try {
                 texture = new Texture2D(2,2);
                 byte[] binaryImageData = File.ReadAllBytes(file_name);
                 Debug.Log ("loaded: " + (Time.realtimeSinceStartup - time).ToString());
                 texture.LoadImage(binaryImageData);
                 Debug.Log ("assigned: " + (Time.realtimeSinceStartup - time).ToString());
             }
             catch{
                 Debug.Log ("Null ref texture: " + file_name);
                 throw new Exception("Can't load texture:" + file_name);
             }
 
             float aspectRatio = texture.width / (float)texture.height;
             int resizedWidth, resizedHeight;
             if (texture.width / (float)width > texture.height / (float)height) { //Determine what dimension should be reduced more
                 resizedWidth = width;
                 resizedHeight = (int)(resizedWidth / aspectRatio);
             } else {
                 resizedHeight = height;
                 resizedWidth = (int)(resizedHeight*aspectRatio);
             }
             texture = ScaleTexture (texture, resizedWidth, resizedHeight, TextureFormat.RGB24);
             Debug.Log ("resized:"+ (Time.realtimeSinceStartup - time).ToString());
             this.width = width;
             this.height = height;
             this.caption = caption;
             this.position = position;
             this.file_name = file_name;
         }

The problem is: texture.LoadImage(binaryImageData) line takes way too long, like half a second (Photo is a JPEG file 4000x3000). This will lead to ridiculous loading/freezing times when dealing with hundreds of photos.

I tried to use WWW class and www.texture, www.textureNonReadable to no effect. Not only it almost doesn't reduce loading times (texture = www.texture line takes approx. 0.3 sec), but also has some known problems with unicode characters in the file path (which I have): WWW class doesn't read widechar url???

Please help and tell me, how can I load this many images? The only way I can think of for now, is to load them via multithreading. And I wish I can evade this.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Is there a technique that really works that allows you to change an image by modifying the Texture2D you have associated with it? 0 Answers

Finding a pixel in an images texture by raycast 0 Answers

Creating minimap best performance 1 Answer

maximum slice in a sprite sheet 1 Answer

Texture updates only after giving fucus to other application 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges