WWW.LoadImageIntoTexture Manual     Reference     Scripting  
Scripting > Runtime Classes > WWW

function LoadImageIntoTexture (tex : Texture2D) : void


tex An existing texture object to be overwritten with the image data.


Replaces the contents of an existing Texture2D with an image from the downloaded data.

The data must be an image in JPG or PNG format. If the data is not a valid image, the generated texture will be a small image of a question mark. It is recommended to use power-of-two size for each dimension of the image; arbitrary sizes will also work but can load slightly slower and take up a bit more memory.

For PNG files, gamma correction is applied to the texture if PNG file contains gamma information. Display gamma for correction is assumed to be 2.0. If file does not contain gamma information, no color correction will be performed.

This function replaces texture contents with downloaded image data, so texture size and format might change. JPG files are loaded into RGB24 format, PNG files are loaded into ARGB32 format. If texture format before calling LoadImage is DXT1 or DXT5, then the loaded image will be DXT-compressed (into DXT1 for JPG images and DXT5 for PNG images).

If the data has not finished downloading the texture will be left untouched. Use isDone or yield to see if the data is available.

// Continuously get the latest webcam shot from outside "Friday's" in Times Square
// and DXT compress them at runtime
var url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";

function Start () {
// Create a texture in DXT1 format
renderer.material.mainTexture = new Texture2D(4, 4, TextureFormat.DXT1, false);
while(true) {
// Start a download of the given URL
var www = new WWW(url);

// wait until the download is done
yield www;

// assign the downloaded image to the main texture of the object