Commit Graph

16 Commits

Author SHA1 Message Date
Martin Mittring
2b26086097 fixed UE-19178 Mip Mapping: Replace simple average with high quality alternative.
alpha channel was missing mip sharpening for color textures (can cause a lot of texture to be recooked)

[CL 2649814 by Martin Mittring in Main branch]
2015-08-10 14:54:00 -04:00
Nick Darnell
a7a6176be2 Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,

Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966

#codereview gil.gribb, nick.penwarden, martin.mittring

[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
Marc Audy
a509e739ad Fix shadow variables
[CL 2508945 by Marc Audy in Main branch]
2015-04-10 16:47:24 -04:00
Dan Oconnor
f4d3d65662 PR #968: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
These can be generally described as removing redundant condition checks, using logical operators instead of bitwise operators, removal of redundant parenthesis, and consistent use of pragma push and pragma pop. There is very little observable behavior change in this CL.

Changes that required further review are pending in 2489753

[CL 2489804 by Dan Oconnor in Main branch]
2015-03-24 15:51:28 -04:00
Rolando Caloca
d176179ef1 UE4 - Import cubemap textures on different threads when doing mips >= 128 texels (we're seeing > 20minutes on 2k textures). This is a workaround, the algorithm itself should be rewritten to not be N^2!
#codereview Nick.Penwarden

[CL 2478643 by Rolando Caloca in Main branch]
2015-03-13 11:56:33 -04:00
Jaroslaw Surowiec
beef593d5a Stats - Stats for async task running on the thread pool
[CL 2446649 by Jaroslaw Surowiec in Main branch]
2015-02-16 03:16:32 -05:00
Allan Bentham
3f8d06aa8b Fix for UE-6886 - Editor crashing when changing Max Texture Size of a texture to a power of 2 below 64
#codereview nick.penwarden,Rolando.Caloca

[CL 2399776 by Allan Bentham in Main branch]
2015-01-07 09:29:52 -05:00
Michael Noland
91d2f31c48 Rendering: Add support for padding textures out to a power of 2 and/or replacing a specified color with transparent black (simple compress-time chroma keying)
#codereview martin.mittring

[CL 2391531 by Michael Noland in Main branch]
2014-12-17 14:47:40 -05:00
Michael Noland
b84e639c73 Engine: Fixed an incorrect comment for AdjustImageColors
[CL 2384767 by Michael Noland in Main branch]
2014-12-10 20:13:54 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Sangwoo Lee
11d4381e24 Texture : Added Texture property to change maximum resolution limitation (MaxTextureSize), especially for HDR cubemap (which is limited by 512)
[CL 2184435 by Sangwoo Lee in Main branch]
2014-07-09 23:01:47 -04:00
Martin Mittring
caad305974 * fixed TTP 340094 FIXIF: CRITICAL: ElementalDemo: XboxOne: Some particle corruption
also get CL2182557

[CL 2182500 by Martin Mittring in Main branch]
2014-07-09 18:56:15 -04:00
Mikolaj Sieluzycki
45c031d576 #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]
2014-05-06 06:26:25 -04:00
Allan Bentham
aae3bf9968 #ttp 322654 - UE4: RENDERING: Texture compression pipeline should support per-format maximum sizes
#proj Engine
#branch UE4
#summary Added GetFormatCapabilities to ITextureFormat interface, TextureCompressorModule attempts to downsample images that are too large.
#add GetFormatCapabilities to ITextureFormat and all affected subclasses.
#change BuildTextureMips now attempts to construct a source that is compatible with the maximum size for a texture compressor.

[CL 2053233 by Allan Bentham in Main branch]
2014-04-23 20:04:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00