Search Issue Tracker
Feature Request
Votes
0
Found in
2022.3.19f1
Issue ID
UUM-63499
Regression
No
Texture3D:GetPixels32 doesn't account for padding
Steps to reproduce:
The following sequence of commands cannot be used to copy a 3D texture's pixel data from one 3D texture to another. Although relevant code is omitted here, the reason we want to do this is e.g. to stream a texture to RealityKit as a binary blob, or over a socket to the PolySpatial Play-to-Device Host:
{{Texture3D tex3d; // A block-compressed texture}}
{{Texture3D uncompressedTexture = new(tex3d.width, tex3d.height, tex3d.depth, TextureFormat.BGRA32, false, true);}}
{{tex3d.SetAllowReadingInEditor(true);}}
{{uncompressedTexture .SetPixels32(tex3d.GetPixels32());}}
Actual results:
The current code passes control to a generalized 2D method to obtain pixel data (treating the 3D data as a 2D image with a height of height * depth).
Expected results:
The code accounts for per-slice extra padding on block-compressed 3D textures.
Reproducible with versions: 2022.3 LTS
Tested on (OS): MacOS
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
- GameObjects change Hierarchy order when undoing adding Component to multiple GameObjects
- [macOS] Editor crashes after entering Play mode with overlapping GameObjects with Cloth Component and Cloth Inter-Collision enabled
- Look Dev constantly regenerates the default Volume Profile when set to "None" instead of using the default one
- Look Dev errors are spammed when opening a new HDRP project when Look Dev was added to the layout in the previous project
- URP Scene Templates are not editable when first opened from the New Scene dialog
Resolution Note:
request for Better Texture3D APIs to read pixels equivalent of Texture2D.GetRawTextureData