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#ttp 331438 UE4: PlatformMath refactor
#proj core #branch UE4 #summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit. #codereview robert.manuszewski [CL 2064306 by Mikolaj Sieluzycki in Main branch]
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@@ -233,12 +233,12 @@ void FStaticLightingMesh::CreateMeshAreaLights(
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// if we have range -.2 to .3, we need space for the -1 .. 0 wrap, and the 0 to 1 wrap (ie 2 iterations)
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// @todo UE4: Actually, if the Min was used to modify the UV when looping through the Corners array,
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// we wouldn't need full integer ranges
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const int32 NumIterationsX = (FMath::Floor(MaxUV.X) - FMath::Floor(MinUV.X)) + 1;
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const int32 NumIterationsY = (FMath::Floor(MaxUV.Y) - FMath::Floor(MinUV.Y)) + 1;
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const int32 NumIterationsX = (FMath::FloorToInt(MaxUV.X) - FMath::FloorToInt(MinUV.X)) + 1;
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const int32 NumIterationsY = (FMath::FloorToInt(MaxUV.Y) - FMath::FloorToInt(MinUV.Y)) + 1;
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// calculate the bias and scale needed to map the random UV range into 0 .. NumIterations when rasterizing
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// into the TexelToCornersMap
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const FVector2D UVBias(-FMath::Floor(MinUV.X), -FMath::Floor(MinUV.Y));
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const FVector2D UVBias(-FMath::FloorToFloat(MinUV.X), -FMath::FloorToFloat(MinUV.Y));
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const FVector2D UVScale(1.0f / NumIterationsX, 1.0f / NumIterationsY);
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for (int32 MaterialIndex = 0; MaterialIndex < MaterialElements.Num(); MaterialIndex++)
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