With opencvsharp, use Mat.GetArray
to get the byte array data of the mat then loop over it based on the the height and width of the mat. Copy the mat data to Color32
in that loop and finally use Texture2D.SetPixels32()
and Texture2D.Apply()
to set and apply the pixel.
void MatToTexture(Mat sourceMat)
{
//Get the height and width of the Mat
int imgHeight = sourceMat.Height;
int imgWidth = sourceMat.Width;
byte[] matData = new byte[imgHeight * imgWidth];
//Get the byte array and store in matData
sourceMat.GetArray(0, 0, matData);
//Create the Color array that will hold the pixels
Color32[] c = new Color32[imgHeight * imgWidth];
//Get the pixel data from parallel loop
Parallel.For(0, imgHeight, i => {
for (var j = 0; j < imgWidth; j++) {
byte vec = matData[j + i * imgWidth];
var color32 = new Color32 {
r = vec,
g = vec,
b = vec,
a = 0
};
c[j + i * imgWidth] = color32;
}
});
//Create Texture from the result
Texture2D tex = new Texture2D(imgWidth, imgHeight, TextureFormat.RGBA32, true, true);
tex.SetPixels32(c);
tex.Apply();
}
If you're not using opencvsharp but making the plugin yourself with C++ and C# then see this post.