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Question by L2GX · Aug 28, 2019 at 09:51 PM · texture2dpixelgetpixelsrgba

Getpixels and Getpixels32 doubles and clips RGBA pixel values

I'm writing a texture to image using

 for (int y = 0; y < local_texture.height; y++)
         {
             for (int x = 0; x < local_texture.width; x++)
             {
                 //first find the index!
 
                 int location = XYToArray(x, y);
                 int height = X_height_list[location];
                 float color_r = Mathf.FloorToInt((float)height / 256); //max height is 65536 add check later
                 float color_g = height - (color_r * 256);
                 float color_b = 128;// Mathf.RoundToInt(height - ((color_r * 65536)+ (color_g * 256)));
                 Color32 color = (new Color((float)color_r/256, (float)color_g / 256, (float)color_b / 256, 1));

                 local_texture.SetPixel(x, y, color);
             }
 
         }
         local_texture.Apply();

This works very nicely, and I save it with

 byte[] bytes = heightmap.EncodeToPNG();
 File.WriteAllBytes(Directory.GetParent(Application.dataPath) + "Captures/" + "heightmap.png", bytes);

I then load it again later with

 LoadedMap = new Texture2D(arrayside, arrayside);
 LoadedMap.LoadImage(System.IO.File.ReadAllBytes(Directory.GetParent(Application.dataPath) + "Captures/" + "heightmap.png"));
             Debug.Log("loaded image");
 
             Color32[] pixels = LoadedMap.GetPixels32();

If I write the LoadedMap Texture2D back to an image via "byte[] bytesout = LoadedMap.EncodeToPNG();" I get an exact copy.

But if I read "Color colorheight = pixels[(cx * arrayside) + cy];" then for many pixels colorheight.r goes up to 1 while no pixel should be higher than 0.7. It seems the 'clip' occurs for all pixels higher than around 0.5 so maybe it's doubling the RGBA values?

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