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Don't apply lod bias to clamp at large texture size for virtual textures
#rb ben.ingram #ROBOMERGE-SOURCE: CL 16755757 via CL 16755766 via CL 16755769 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Release-Engine-Staging) (v835-16672529) [CL 16755773 by jeremy moore in ue5-release-engine-staging branch]
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@@ -184,7 +184,7 @@ int32 UTextureLODSettings::CalculateLODBias(int32 Width, int32 Height, int32 Max
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// Don't apply LOD group mip clamping to VT, since VT max size isn't constrained by any GPU capabilities
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const int32 MinLOD = bVirtualTexture ? 0 : LODGroupInfo.MinLODMipCount;
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const int32 MaxLOD = bVirtualTexture ? VIRTUALTEXTURE_DATA_MAXMIPS : LODGroupInfo.MaxLODMipCount;
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const int32 MaxLOD = bVirtualTexture ? TextureMaxLOD : LODGroupInfo.MaxLODMipCount;
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int32 WantedMaxLOD = FMath::Clamp( TextureMaxLOD - UsedLODBias, MinLOD, MaxLOD );
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WantedMaxLOD = FMath::Clamp( WantedMaxLOD, 0, TextureMaxLOD );
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