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Fixed in 2018.3.X
Votes
0
Found in
2018.1.0b1
2018.1.0f2
Issue ID
1037570
Regression
Yes
Error appears when calling Texture2D.SetPixels32() with a texture that has format set to BGRA32
Reproduction steps:
1. Open the attached project "2018BugReport.zip";
2. Open the TestScene;
3. Enter a play mode.
Expected results: The scene is played without any errors.
Actual results: There an error shown in the console:
SetPixels32 can only be called on a RGBA32 or BGRA32 texture but is being called on TextureFormat(14)
UnityEngine.Texture2D:SetPixels32(Color32[])
GenerateTexture:Start() (at Assets/GenerateTexture.cs:12)
Reproduced on: 2018.1.0b1, 2018.1.1f1, 2018.2.0b4, 2018.3.0a1.
Not reproduced on: 2018.1.0a1, 2017.4.3.f1 or lower.
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MortePCAndVR
Jul 28, 2018 06:28
Same issue in Unity 2018.2.1f1
MortePCAndVR
Jul 28, 2018 05:31
Confirmed also same issue in Unity 2018.2.0f2
On Textureformat.BGRA32
"SetPixels32 can only be called on a RGBA32 or BGRA32 texture but is being called on TextureFormat(14)
UnityEngine.Texture2D:SetPixels32(Int32, Int32, Int32, Int32, Color32[])"
So, Issue tracker above says "fixed in future release"
- Since 2018.2.1f1 is the latest version and this issue does not appear in the patch list:
https://unity3d.com/unity/whatsnew/unity-2018.2.1
I'm guessing that is a yet-to-be-announced future release which isn't even in beta yet?
MortePCAndVR
Jul 27, 2018 15:44
Same issue here using a BGRA32 Texture2D, in Unity 2018.1.6f1.
SetPixels32 works fine with an ARGB32 Texture2D, but requires expensive conversion code on each 32bit int to reverse colour byte order (endian-ness).
LoadRawTextureData(intPtr,size) works fine with Textureformat.BGRA32 from the native framebuffer pixel data encoding without requiring endian preprocessing, but I need SetPixels32 for smaller rectangles inside the texture2D.
ajayzthakur7
May 28, 2018 15:52
Facing same issue for 2018.1.0b1 , is any way to fix this please.