//update RGB texture
private void UpdateTextureImage()
{
int size = 0;
//copy pixel data from unmanaged memory
IntPtr ptr = KinectWrapper.GetTextureImage(ref size);
if (ptr != IntPtr.Zero)
{
Marshal.Copy(ptr, seqTex, 0, size);
//Debug.Log(size.ToString());
//create color matrix
for (int i = 0; i < (IM_W * IM_H * 4); i += 4)
{
cols[(IM_W * IM_H) - (i / 4) - 1] = new Color32(seqTex[i + 2], seqTex[i + 1], seqTex[i], 255);
}
//set texture
texture.SetPixels32(cols);
texture.Apply();
}
}