title: Unity Texture2D.Resize() yielding empty texture
body: <p>I'm trying to resize (scale down) a texture2d before compressing it and sending over the network but the resulting texture2d is empty (it just loads as solid gray). am I using <code>tex.Resize(800, 600, TextureFormat.RGB24, true);</code> incorrectly?</p>
  
  <pre><code>[Client]
      public void PrepareServerData(Texture2D texToSend, string typeToSend)
      {
          StartCoroutine(DoResizeTex(texToSend));
          StartCoroutine(DoGetTexToBytes(texToSend));
  
          playerObj.texWidth = texToSend.width;
          playerObj.texHeight = texToSend.height;
          playerObj.texFormat = texToSend.format;
          playerObj.tranX = tran.x;
          playerObj.tranY = tran.y;
          playerObj.tranZ = tran.z;
          playerObj.type = typeToSend;
          Player_ID id = GetComponent&lt;Player_ID&gt;();
          playerObj.id = id.MakeUniqueIdentity();
          playerObj.strength = strengthToSend;
          playerObj.hitpoints = hitPointsToSend;
  
          Network_Serializer serialize = GetComponent&lt;Network_Serializer&gt;();
          byte[] bytes = serialize.ObjectToByteArray(playerObj);
  
          StartCoroutine(Network_Transmitter.instance.DoSendBytes(0, bytes));
      }
  
      IEnumerator DoGetTexToBytes(Texture2D tex)
      {
          byte[] texBytes = tex.GetRawTextureData();                      // convert texture to raw bytes
          byte[] compressedTexBytes = lzip.compressBuffer(texBytes, 9);   // compress texture byte array
          playerObj.texBytes = compressedTexBytes;                        // set compressed bytes to player object
  
          yield return new WaitForEndOfFrame();
  
          GameObject infoDisplayText = GameObject.Find("InfoDisplay");
          infoDisplayText.GetComponent&lt;Text&gt;().text += "Bytes to send : " + playerObj.texBytes.Length + "\n";
      }
  
      IEnumerator DoResizeTex(Texture2D tex)
      {
          tex.Resize(800, 600, TextureFormat.RGB24, true);
          tex.Apply();
  
          yield return new WaitForEndOfFrame();
      }
  </code></pre>