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Engine.Texture2DComposite

Extends
Texture
Modifiers
native hidecategories ( Object )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Surface
   |   
   +-- Engine.Texture
      |   
      +-- Engine.Texture2DComposite

Variables Summary
intMaxTextureSize
array<SourceTexture2DRegion>SourceRegions
Inherited Variables from Engine.Texture
bAsyncResourceReleaseHasBeenStarted, bDitherMipMapAlpha, bPreserveBorderA, bPreserveBorderB, bPreserveBorderG, bPreserveBorderR, CachedCombinedLODBias, CompressionFullDynamicRange, CompressionNoAlpha, CompressionNoMipmaps, CompressionNone, CompressionSettings, DeferCompression, Filter, LODBias, LODGroup, NeverStream, Resource, RGBE, SourceArt, SourceFilePath, SourceFileTimestamp, SRGB, UnpackMax[4], UnpackMin[4]

Enumerations Summary
Inherited Enumerations from Engine.Texture
EPixelFormat, TextureAddress, TextureCompressionSettings, TextureFilter, TextureGroup

Structures Summary
SourceTexture2DRegion
OffsetX, OffsetY, SizeX, SizeY, Texture2D

Functions Summary
function ResetSourceRegions ()
functionbool SourceTexturesFullyStreamedIn ()
function UpdateCompositeTexture (int NumMipsToGenerate)
Inherited Functions from Engine.Surface
GetSurfaceHeight, GetSurfaceWidth


Variables Detail

MaxTextureSize Source code

var int MaxTextureSize;
Optional max texture size clamp for the composite texture. A value of 0 is ignored and defaults to deriving the texture size using texture LOD bias settings from the source textures

SourceRegions Source code

var array<SourceTexture2DRegion> SourceRegions;
list of source textures and UV regions for compositing


Structures Detail

SourceTexture2DRegion Source code

struct SourceTexture2DRegion
{
var int OffsetX;
var int OffsetY;
var int SizeX;
var int SizeY;
var Texture2D Texture2D;
};
Defines a source texture and UV region in that texture


Functions Detail

ResetSourceRegions Source code

native final function ResetSourceRegions ( )
Utils to reset all source region info.

SourceTexturesFullyStreamedIn Source code

native final function bool SourceTexturesFullyStreamedIn ( )
Utility that checks to see if all Texture2Ds specified in the SourceRegions array are fully streamed in.

UpdateCompositeTexture Source code

native final function UpdateCompositeTexture ( int NumMipsToGenerate )
Regenerates this composite texture using the list of source texture regions. The existing mips are reallocated and the RHI resource for the texture is updated
@param NumMipsToGenerate - number of mips to generate. if 0 then all mips are created


Defaultproperties

defaultproperties
{
   NeverStream=True
   Name="Default__Texture2DComposite"
   ObjectArchetype=Texture'Engine.Default__Texture'
}

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Creation time: sk 18-3-2018 10:00:45.534 - Created with UnCodeX