我有一个问题!
我只想要...使用 EncodeToJPG()函数将 Texture2D 转换为 Byte [] !
我的工作空间是Unity和C#脚本+ OpenCvSharp。
也许您认为这很容易,但是存在一些问题。
此脚本使用OpenVR(HTC VIVE)。
无论如何,这是我的消息来源。
var source = SteamVR_TrackedCamera.Source(undistorted);
//Receive texture data from VR.
texture = source.texture;
//Debug.Log(source.texture.width + "/" + source.texture.height);
//size : 612 /460
if (texture == null)
{
return;
}
//Input texture data into material, and it's in unity (quad GameObject).
//this G.O print display like camera
material.mainTexture = texture;
//here is my src, I want to save Image but texture.EncodeToJPG has some error.
Cv2.ImShow("_Texture ...", Mat.FromImageData(texture.EncodeToJPG()));
Cv2.ImWrite(SavePath+ "Image.jpg", Mat.FromImageData(texture.EncodeToJPG()));
还有...有问题。变量纹理是异常的Texture2D类型。
if (_texture == null)
{
_texture = Texture2D.CreateExternalTexture((int)header.nWidth, (int)header.nHeight, TextureFormat.RGBA32, false, false, nativeTex);
//_texture = new Texture2D(612, 460, TextureFormat.RGBA32, false);
uint width = 0, height = 0;
var frameBounds = new VRTextureBounds_t();
if (trackedCamera.GetVideoStreamTextureSize(deviceIndex, frameType, ref frameBounds, ref width, ref height) == EVRTrackedCameraError.None)
{
// Account for textures being upside-down in Unity.
frameBounds.vMin = 1.0f - frameBounds.vMin;
frameBounds.vMax = 1.0f - frameBounds.vMax;
this.frameBounds = frameBounds;
}
}
else
{
_texture.UpdateExternalTexture(nativeTex);
//_texture.Apply();
}
_texture 是由函数 CreateExternalTexture 创建的,它具有名为 nativeTex 的Intptr类型的参数。
我不知道该怎么办?
+++编辑!错误显示+++
答案 0 :(得分:0)
由于Unity可能无法直接访问外部纹理,所以建议您先执行Graphics.Blit()将其纹理通过GPU传输到RenderTexture。
一旦您的RenderTexture中包含纹理,您就需要跳过一个箍,然后将RenderTexture.active中的readpixels转移到另一个基于RAM的标准Texture2D中,然后就可以对其进行编码了。
记住在执行ReadPixels()之后要应用Apply()纹理
答案 1 :(得分:0)
声明了此功能:
public static readonly BindableProperty ParamProperty =
BindableProperty.Create(
nameof(Param),
typeof(string),
typeof(GridTemplate),
default(string));
public string Param
{
get { return (string)GetValue(ParamProperty); }
set { SetValue(ParamProperty, value); }
}
并在void Update()中使用ReadExternalTexture函数:
private Texture2D ReadExternalTexture(Texture externalTexture)
{
Texture2D myTexture2D = new Texture2D(texture.width, texture.height);
//myTexture2D => empty Texture2D type variable
if (myTexture2D == null)
{
Debug.Log("var: myTexture2D is null state.");
myTexture2D = new Texture2D(texture.width, texture.height);
}
//Make RenderTexture type variable
RenderTexture tmp = RenderTexture.GetTemporary(
externalTexture.width,
externalTexture.height,
0,
RenderTextureFormat.ARGB32,
RenderTextureReadWrite.sRGB);
Graphics.Blit(externalTexture, tmp);
RenderTexture previous = RenderTexture.active;
RenderTexture.active = tmp;
myTexture2D.ReadPixels(new UnityEngine.Rect(0, 0, tmp.width, tmp.height), 0, 0);
myTexture2D.Apply();
RenderTexture.active = previous;
RenderTexture.ReleaseTemporary(tmp);
return myTexture2D;
}
这完全有效!