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]
This commit is contained in:
jeremy moore
2021-06-23 08:23:14 -04:00
parent c369589e19
commit 3388843777

View File

@@ -184,7 +184,7 @@ int32 UTextureLODSettings::CalculateLODBias(int32 Width, int32 Height, int32 Max
// Don't apply LOD group mip clamping to VT, since VT max size isn't constrained by any GPU capabilities
const int32 MinLOD = bVirtualTexture ? 0 : LODGroupInfo.MinLODMipCount;
const int32 MaxLOD = bVirtualTexture ? VIRTUALTEXTURE_DATA_MAXMIPS : LODGroupInfo.MaxLODMipCount;
const int32 MaxLOD = bVirtualTexture ? TextureMaxLOD : LODGroupInfo.MaxLODMipCount;
int32 WantedMaxLOD = FMath::Clamp( TextureMaxLOD - UsedLODBias, MinLOD, MaxLOD );
WantedMaxLOD = FMath::Clamp( WantedMaxLOD, 0, TextureMaxLOD );