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Unity Engine


Apply(bool, bool)

Copies changes you've made in a CPU texture to the GPU.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public void Apply(bool updateMipmaps, bool makeNoLongerReadable)

Parameters

updateMipmaps

When the value is
true
, Unity recalculates mipmap levels, using mipmap level 0 as the source. The default value is
true
.

makeNoLongerReadable

When the value is
true
, Unity deletes the texture in CPU memory after it uploads it to the GPU, and sets isReadable to
false
. The default value is
false
.

Remarks

For most types of textures, Unity can store a copy of the texture in both CPU and GPU memory.
The CPU copy is optional. If the CPU copy exists, you can read from and write to the CPU copy more flexibly than the GPU copy, for example using Texture3D.GetPixels. But to render the updated texture, you must use
Apply
to copy it from the CPU to the GPU.
If you set
makeNoLongerReadable
to
true
, Unity deletes the CPU copy of the texture after it uploads it to the GPU.
You usually only set
updateMipmaps
to
false
if you've already updated the mipmap levels, for example using Texture3D.SetPixels.
Apply
is an expensive operation because it copies all the pixels in the texture even if you've only changed some of the pixels, so change as many pixels as possible before you call it.