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API Async methods sometimes fail to return texture object #2
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Async Saving does not work for me texture.isReadable is only available on main thread Keen to see where this goes. Having issues saving massive textures on mobile. |
Thanks @ddutchie for reporting this. Fortunately it's really easy to fix and caused by just silly mistake on my part I didn't pickup earlier. Well and it shows why unit testing is a really good idea for these kind of projects. |
Also having this issue. Did async calls ever work? |
According to my tests, Read/Write with pngcs are 1.6x slower than using Unity's EncodeToPNG() and LoadImage(). |
Hi @aidanwolf. PNGCS is slower because it's designed for "huge images, which one does not want to load fully in memory" (original readme.txt), ie. memory conservation rather than speed. PNGCS realises this goal reading images line by line, and decoding data line by line. But this behaviour can be modified to regain speed |
Yes BUT there is a bug somewhere and I can't figure out what it is exactly. |
You may want to stay away from async calls until this is solved. Because these methods sometimes return null. Any info and repro steps on this will be highly appreciated
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