Search Issue Tracker
Won't Fix
Votes
0
Found in
Issue ID
921215
Regression
No
ImageConversion.LoadImage should load PNGs without alpha channel as RGB24 instead of ARGB32
Expected: loading a non-transparent PNG with ImageConversion.LoadImage results in an RGB24 texture, just like JPG.
Actual: loading a non-transparent PNG with ImageConversion.LoadImage results in an ARGB32 texture.
JPG loads in RGB24, but PNG always loads in RGBA, even if the loaded image has no alpha channel.
Comments (1)
-
Yiming075
Dec 08, 2022 06:47
Unity should add a parameter to enable loadImage in RGB24 and ARGB32! Don't just ask us to use the lossy jpg format!
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Resolution Note (2019.3.X):
if we change this behavior now, we may break tons of existing projects ( using PNG without alpha, and dealing with RGBA resulting texture)
Work around to generate RGB 24bits texture is using bmp or jpg if disk storage is an issue