private void Start()
    {
        float temp = Time.realtimeSinceStartup;

        qt = new QTTexture1();
        if (load)
        {
            qt.LoadTexture(Application.persistentDataPath + "/" + filename + ".qtimg");
        }
        else
        {
            qt.LoadTexture(inImg, tolerance);
        }
        //Debug.Log("Compression Time: " + (Time.realtimeSinceStartup - temp));
        //temp = Time.realtimeSinceStartup;
        if (!load)
        {
            qt.SaveToFile(Application.persistentDataPath + "/" + filename + ".qtimg");
        }
        //Debug.Log(Application.dataPath);
        //Debug.Log("Save Time: " + (Time.realtimeSinceStartup - temp));

        textureOutput = qt.ToTexture2D();
        mat.SetTexture(Shader.PropertyToID("_MainTex"), textureOutput);

        //Debug.Log(Application.persistentDataPath);
        Debug.Log("Done Compress");
    }