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Question by PaulUsul · Jan 03, 2011 at 01:44 PM · sizerendertexturemaximum

How do I find max texture size or max RenderTexture size

Hi,

I am having a problem using the Camera Render and ReadPixels, they cast these exceptions.

RenderTexture.Create failed: width and height must be smaller than max Render Texture Size UnityEngine.Camera:Render() UnityEngine.Camera:Render() HUDPhotoView:TakePicture() HUDPhotoView:OnGUIDraw() HUDDrawOrder:OnGUI()

[....\Runtime\Grap$$anonymous$$cs\RenderTexture.cpp line 160] (Filename: ....\Runtime\Grap$$anonymous$$cs\RenderTexture.cpp Line: 160)

RenderTexture.Create failed: width and height must be smaller than max Render Texture Size UnityEngine.RenderTexture:set_active(RenderTexture) UnityEngine.RenderTexture:set_active(RenderTexture) HUDPhotoView:TakePicture() HUDPhotoView:OnGUIDraw() HUDDrawOrder:OnGUI()

[....\Runtime\Grap$$anonymous$$cs\RenderTexture.cpp line 160] (Filename: ....\Runtime\Grap$$anonymous$$cs\RenderTexture.cpp Line: 160)

Stacktrace:

at (wrapper managed-to-native) UnityEngine.Texture2D.ReadPixels (UnityEngine.Rect,int,int,bool) <0x00004> at (wrapper managed-to-native) UnityEngine.Texture2D.ReadPixels (UnityEngine.Rect,int,int,bool) <0xffffffff> at UnityEngine.Texture2D.ReadPixels (UnityEngine.Rect,int,int) <0x00033> at HUDPhotoView.TakePicture () <0x001dd> at HUDPhotoView.OnGUIDraw () <0x00cb9> at HUDDrawOrder.OnGUI () <0x00388> at (wrapper runtime-invoke) Intro.runtime_invoke_void (object,intptr,intptr,intptr) <0xffffffff> Receiving unhandled NULL exception Trying to recover from null exception

I try to try/catch them but to no avail. The problem is that the computer is really old and can only handle a max texture size of 1024 and render texture size of 512(found out from log file).

D3D: forcing max. texture size of 1024 and RT size of 512 (32MB card)

Now that is okay if I could find out what the max texture size is runtime and not postmortem.

Does any body know a trick to get t$$anonymous$$s info?

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Mrten

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avatar image SisterKy · Jul 15, 2011 at 01:19 AM 0
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Retagged Max to Maximum to prevent confusion with 3dsmax. Greetz, Ky.

avatar image _Petroz · Jul 15, 2011 at 01:39 AM 0
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@sisterky thanks for retagging, you don't need to comment about it though.

avatar image SisterKy · Jul 15, 2011 at 01:45 AM 0
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I thought it was good custom (? right word? I'm not native english)... but if it isn't, I'm happy to stop. (It's annoying). Should I delete the comments I made? =/ And also no comment, if I change the headline? (Is there a best-conduct-faq for editing stuff in unityanswers?) Greetz, Ky.

avatar image _Petroz · Jul 15, 2011 at 02:47 AM 0
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AFAIK think there is not any best-conduct-faq. Don't worry about deleting your existing comments. It's just nice to keep the off-topic comments to a minimum becase the poor OP get's sent an email every time we make a comment and no one has actually answered his question yet. :)

avatar image SisterKy · Jul 15, 2011 at 04:02 AM 0
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I opened one =) http://answers.unity3d.com/questions/143949/tag-management-conventions-for-edditing-and-re-tag.html#comment-143954 But true! Now that I think about it, it's quite curel. And on the long run, I myself will get spammed about topics I merely retagged... and sorry @PaulUsul. I'll shut up now... Greetz, Ky.

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