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Question by hfries · Aug 21, 2017 at 12:54 PM · texturec++nativecopy

Performant update texture rectangle from unmanaged byte*

I have an library written in C, which creates a bitmap in CPU memory and updates parts of it regulary, I can access it via a byte*. I want to update a Texture with the changes. How can I go about it in a performant way? I have tried to use Bufer.MemoryCopy() to copy the blocks to a Color32 array and then use Texture2D.SetPixels() but so far it is much slower then reloading the whole texture using LoadRawTextureData(IntPtr data, int size). Is there a better way?

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avatar image hexagonius · Aug 21, 2017 at 03:22 PM 1
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From the documentation I would say passing the texture pointer to your c plugin and manipulate the texture directly would be the fastest way.

https://docs.unity3d.com/ScriptReference/Texture.GetNativeTexturePtr.html

avatar image hfries hexagonius · Aug 21, 2017 at 04:29 PM 0
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Yea, so far it seams there is no way to avoid doing it in C. I will have to read up on how to do it in C.

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