Tex.FromColors
static Tex FromColors(Color32[]& colors, int width, int height, bool sRGBData)
Creates a texture and sets the texture’s pixels using a
color array! This will be an image of type TexType.Image, and
a format of TexFormat.Rgba32 or TexFormat.Rgba32Linear
depending on the value of the sRGBData parameter.
| Color32[]& colors | An array of 32 bit colors, should be a length of width*height. |
| int width | Width in pixels of the texture. Powers of two are generally best! |
| int height | Height in pixels of the texture. Powers of two are generally best! |
| bool sRGBData | Is this image color data in sRGB format, or is it normal/metal/rough/data that’s not for direct display? sRGB colors get converted to linear color space on the graphics card, so getting this right can have a big impact on visuals. |
| RETURNS: Tex | A Tex asset with TexType.Image and TexFormat.Rgba32 from the given array of colors. |
static Tex FromColors(Color[]& colors, int width, int height, bool sRGBData)
Creates a texture and sets the texture’s pixels using a
color array! Color values are converted to 32 bit colors, so this
means a memory allocation and conversion. Prefer the Color32
overload for performance, or create an empty Texture and use
SetColors for more flexibility. This will be an image of type
TexType.Image, and a format of TexFormat.Rgba32 or
TexFormat.Rgba32Linear depending on the value of the sRGBData
parameter.
| Color[]& colors | An array of 128 bit colors, should be a length of width*height. |
| int width | Width in pixels of the texture. Powers of two are generally best! |
| int height | Height in pixels of the texture. Powers of two are generally best! |
| bool sRGBData | Is this image color data in sRGB format, or is it normal/metal/rough/data that’s not for direct display? sRGB colors get converted to linear color space on the graphics card, so getting this right can have a big impact on visuals. |
| RETURNS: Tex | A Tex asset with TexType.Image and TexFormat.Rgba32 from the given array of colors. |
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