Search Issue Tracker
Duplicate
Votes
3
Found in
2017.4
2018.4
2019.2
2019.2.12f1
2019.3
2020.1
Issue ID
1199764
Regression
No
Output Texture's RGB values are slightly different from the source PNG image when using Texture2D.LoadImage function
How to reproduce:
1. Open the attached project's Scene labeled "Bug"
2. Enter the Play Mode
3. Exit the Play Mode after waiting for a few seconds
4. Open the "input.png" and "output.png" in the root Project's directory and Inspect the two images
Expected result: Image RGB values are the same
Actual result: RBG values of the "output.png" Image are different from the "input.png"
Reproducible with: 2017.4.35f1, 2018.4.13f1, 2019.2.13f1, 2019.3.0b12, 2020.1.0a14
Comments (1)
-
ANTONBORODA
Nov 20, 2019 14:06
Please also mind that this issue is not related only to EncodeToPNG(), the texture itself is broken during the Texture.LoadImage(), because even if you don’t write it back to disk and use it for real time display purposes, it’s still broken.
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
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
- Editing serialized fields on script components gets interrupted by reimport when editing a prefab with auto save enabled
- Crash on Transform::EnsureCapacityIncrease when duplicating a prefabbed UI element
This is a duplicate of issue #1106629