From Byte[] to Texture2D: conversion problem

Hi everybody,

I have a problem.
I wrote a previous post about rescaling a Texture2D.

Scenario:
(Server) Get frames from camera, assign them to a Texture2D, rescale the Texture2D, convert to byte and send it over the network.
(Client) Load byte into a texture, assign it to RawImage.texture.

Thanks to a previous question I was able to rescale (bilinear) the texture and send it. The problem now is that, after load the byte to a Texture2D on client side, I get this texture. Can someone detect what is the problem?

97837-untitled.png

Server Code (in update function):

void Start()
    {
        texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);   // screen size ! Screen.width
        tex2 = new Texture2D(160, 120, TextureFormat.RGB24, false);      // screen size !
}
void Update() {
// do some stuff for get frames on texture
filter = ImageFilterMode.Biliner;
                            tex2 = ResizeTextureAlgorithm(texture, filter, 0.1f);
                            bckCam_copy.texture = tex2;
                            bckCam_copy.material.mainTexture = tex2;
                            pixelsToSend = tex2.GetRawTextureData();
}

Client Code (in update function):
void Start()
{
tex = new Texture2D(128, 72, TextureFormat.RGB24, false);
}

    void Update()
    {
        if (rawData.Length > 0)
        {
            tex.LoadRawTextureData(rawData);
            tex.Apply();
            rawImage.material.mainTexture = tex;
            rawImage.texture = tex;
        }
    }

The texture “tex2” that you create inside your Start method is completely useless since you replace the texture with the texture that is returned by your “ResizeTextureAlgorithm”. So that method most likely creates a new texture with RGBA32 as format.