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Unity Engine


Reinitialize

Reinitializes a Texture2D, making it possible for you to replace width, height, textureformat, and graphicsformat data for that texture.
Read time 3 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Reinitialize(int, int)

Reinitializes a Texture2D, making it possible for you to replace
width
,
height
,
textureformat
, and
graphicsformat
data for that texture.
public bool Reinitialize(int width, int height)

Parameters

width

The new width of the texture.

height

The new height of the texture.

Returns

Type

Description

bool
true
if the reinitialization was a success.

Remarks

This action also clears the pixel data associated with the texture from the CPU and GPU.
This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one.
It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See texture formats for more information about compressed and crunched textures.
Call Texture2D.Apply to upload the changed pixels to the graphics card.
Texture.isReadable must be
true
.
Texture2D.Reinitialize
does not automatically update the special texture properties {TextureName}
_TexelSize
and {TextureName}
_HDR
, which Unity sets automatically on shaders and materials that use the texture. After using
Texture2D.Reinitialize
, you should update {TextureName}
_TexelSize
and {TextureName}
_HDR
on your material or shader if you need them.

Reinitialize(int, int, TextureFormat, bool)

Reinitializes a Texture2D, making it possible for you to replace
width
,
height
,
textureformat
, and
graphicsformat
data for that texture.
public bool Reinitialize(int width, int height, TextureFormat format, bool hasMipMap)

Parameters

width

The new width of the texture.

height

The new height of the texture.

The new format of the texture.

hasMipMap

Whether the texture reserves memory for a full mipmap chain.

Returns

Type

Description

bool
true
if the reinitialization was a success.

Remarks

This action also clears the pixel data associated with the texture from the CPU and GPU.
This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one.
It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See texture formats for more information about compressed and crunched textures.
Call Texture2D.Apply to upload the changed pixels to the graphics card.
Texture.isReadable must be
true
.
Texture2D.Reinitialize
does not automatically update the special texture properties {TextureName}
_TexelSize
and {TextureName}
_HDR
, which Unity sets automatically on shaders and materials that use the texture. After using
Texture2D.Reinitialize
, you should update {TextureName}
_TexelSize
and {TextureName}
_HDR
on your material or shader if you need them.

Reinitialize(int, int, GraphicsFormat, bool)

Reinitializes a Texture2D, making it possible for you to replace
width
,
height
,
textureformat
, and
graphicsformat
data for that texture.
public bool Reinitialize(int width, int height, GraphicsFormat format, bool hasMipMap)

Parameters

width

The new width of the texture.

height

The new height of the texture.

The new format of the texture.

hasMipMap

Whether the texture reserves memory for a full mipmap chain.

Returns

Type

Description

bool
true
if the reinitialization was a success.

Remarks

This action also clears the pixel data associated with the texture from the CPU and GPU.
This function is very similar to the Texture constructor, except it works on a Texture object that already exists rather than creating a new one.
It is not possible to reinitialize Crunched textures, so if you pass a Crunched texture to this method, it returns false. See texture formats for more information about compressed and crunched textures.
Call Texture2D.Apply to upload the changed pixels to the graphics card.
Texture.isReadable must be
true
.
Texture2D.Reinitialize
does not automatically update the special texture properties {TextureName}
_TexelSize
and {TextureName}
_HDR
, which Unity sets automatically on shaders and materials that use the texture. After using
Texture2D.Reinitialize
, you should update {TextureName}
_TexelSize
and {TextureName}
_HDR
on your material or shader if you need them.