Texture2DArray Implementation, big CL, enable feature with r.AllowTexture2DArrayCreation. Can create texture arrays from editor, use them in materials and contains several texture editor viewport changes.

#jira UE-73297
#rb Rolando.Caloca, Uriel.Doyon, Lukas.Hermanns

[CL 8091312 by Devansh Maheshwari in Dev-Rendering branch]
This commit is contained in:
Devansh Maheshwari
2019-08-16 11:14:58 -04:00
parent 4faa8e5029
commit ef1714db3b
56 changed files with 1555 additions and 96 deletions

View File

@@ -173,7 +173,7 @@ class FTextureFormatAndroid : public ITextureFormat
// ETC1 can't support an alpha channel, store uncompressed
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = BuildSettings.bVolume ? Image.NumSlices : 1;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
OutCompressedImage.RawData = Image.RawData;
return true;
@@ -249,7 +249,7 @@ class FTextureFormatAndroid : public ITextureFormat
{
OutCompressedImage.SizeX = FMath::Max(Image.SizeX, 4);
OutCompressedImage.SizeY = FMath::Max(Image.SizeY, 4);
OutCompressedImage.SizeZ = BuildSettings.bVolume ? Image.NumSlices : 1;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = CompressedPixelFormat;
}