![]() The same texture can be uploaded and downloaded multiple times (based on the camera orientation/position). ![]() I discovered that I have a little bit of control about what textures are in RAM, by loading them with Resources.Load(textureFile) and unloading them with Resources.UnloadAsset(texture2D). Textures are replaced based on the position and the forward direction of the main camera, so they are updated frequently. I keep a buffer of Texture2D where I replace them accordingly. I've implemented a streaming component that load textures from the Resources folder. Because of the resolution and the number of them, I can not have them all in RAM / VRAM at once. I'm working in an app that uses tons of textures (photographs).
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