I’d like to sample a subsection of a texture via readback, Done.
I’d like to render the read data as a texture to see that I am getting the correct portion of the texture.
The problem is that the result is a spread of spreads, so I need to concatenate them into one long spread to be able to use DynamicTexture2D to make the new texture.
you can also use an accumulator to make one big collection, like SpreadBuilder, by using Concat or AddRange. but that is only an optimization for large spreads. for smaller ones, Flatten should be fine.