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