Steps to reproduce:
The following sequence of commands cannot be used to copy a 3D texture's pixel data from one 3D texture to another. Although relevant code is omitted here, the reason we want to do this is e.g. to stream a texture to RealityKit as a binary blob, or over a socket to the PolySpatial Play-to-Device Host:
Texture3D tex3d; // A block-compressed texture
Texture3D uncompressedTexture = new(tex3d.width, tex3d.height, tex3d.depth, TextureFormat.BGRA32, false, true);
tex3d.SetAllowReadingInEditor(true);
uncompressedTexture .SetPixels32(tex3d.GetPixels32());
Actual results:
The current code passes control to a generalized 2D method to obtain pixel data (treating the 3D data as a 2D image with a height of height * depth).
Expected results:
The code accounts for per-slice extra padding on block-compressed 3D textures.
Reproducible with versions: 2022.3 LTS
Tested on (OS): MacOS