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Question by raj_pradeep · Aug 11, 2014 at 11:54 AM · texture2dbugs

Reading texture2D without artifacts

Hi, I am using a plugin to write a front cam data of iOS Devices on to a unity texture2D and rendering it in realtime via a plane with material. But on reading the data the output seems to have artifacts. It looks like it is outputting the 3 RGB channels in a squashed side by side interlaced format. Below is the plugin write code. Any help to fix this will be helpful.

void _BindTexture(int textureHandle) {

     int width = [engine getFrameWidth], height = [engine getFrameHeight];
     
     
     uint8_t* tempPixels = [engine getFrame];
     uint8_t* pixels = (uint8_t*) malloc( (int)(width * height * 3 ));
     
     
     for(int i = 0; i < width * height; i++)
     {
         int temp = *(tempPixels + i);
         pixels[i * 3 + 0] = temp;
         pixels[i * 3 + 1] = temp;
         pixels[i * 3 + 2] = temp;
     }
     
     glBindTexture(GL_TEXTURE_2D, textureHandle);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
     free(pixels);
     free(tempPixels);
 }


Thank you

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