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UnrealEngineUWP/Engine/Source/Runtime/TextureUtilitiesCommon/Public/TextureImportUtils.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Engine/TextureDefines.h"
struct FImage;
namespace UE::TextureUtilitiesCommon
{
/**
* Detect the existence of gray scale image in some formats and convert those to a gray scale equivalent image
*
* @return true if the image was converted
*/
TEXTUREUTILITIESCOMMON_API bool AutoDetectAndChangeGrayScale(FImage& Image);
/**
* For PNG texture importing, this ensures that any pixels with an alpha value of zero have an RGB
* assigned to them from a neighboring pixel which has non-zero alpha.
* This is needed as PNG exporters tend to turn pixels that are RGBA = (x,x,x,0) to (1,1,1,0)
* and this produces artifacts when drawing the texture with bilinear filtering.
*
* @param TextureSource - The source texture
* @param SourceData - The source texture data
*/
TEXTUREUTILITIESCOMMON_API void FillZeroAlphaPNGData(int32 SizeX, int32 SizeY, ETextureSourceFormat SourceFormat, uint8* SourceData, bool bDoOnComplexAlphaNotJustBinaryTransparency);
}