Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close Your name Your email Suggestion* Switch to Manual Declarationpublic static
Texture3D CreateExternalTexture(int
width, int
height, int
depth,
TextureFormat format, bool
mipChain, IntPtr
nativeTex);
Parameters Parameter Description nativeTex Native 3D texture object. width Width of texture in pixels. height Height of texture in pixels. depth Depth of texture in pixels format Format of underlying texture object. mipmap Does the texture have mipmaps? DescriptionCreates Unity Texture out of externally created native texture object.
This function is mostly useful for native code plugins that create platform specific texture objects outside of Unity, and need to use these textures in Unity Scenes. It is also possible to create a texture in Unity and get a pointer to the underlying platform representation; see Texture.GetNativeTexturePtr.
Parameters passed to CreateExternalTexture should match what the texture actually is; and the underlying texture should be 3D.
Native texture object on Direct3D-like devices is a pointer to the base type, from which a texture can be created:
⢠D3D11: ID3D11ShaderResourceView*
or ID3D11Texture3D*
ID3D12Texture3D*
On OpenGL/OpenGL ES it is GLuint
.
On Metal it is id<MTLTexture>
.
For Vulkan, the nativeTex
parameter is a VkImage*
.
Additional resources: UpdateExternalTexture, Texture.GetNativeTexturePtr.
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4