Commit Graph

5 Commits

Author SHA1 Message Date
Dmitriy Dyomin
f72e406774 World Browser: Landscape uses maximum LOD level for exporting to a raw mesh during LOD maps generation
[CL 2080049 by Dmitriy Dyomin in Main branch]
2014-05-21 03:23:48 -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
Andrew Brown
eaca6fba1c The build scale is now taken into account when calculating a Static Meshes streaming texture factors.
#extra The user has to manually reimport the static mesh (and save) in order to process ComputeStreamingTextureFactors again and correct the streaming texture factors saved to the mesh. The level viewport will update to reflect the texture change after a couple of seconds have passed.

#ttp 332902 - LIVE: RENDERING: MipMaps blur as if using far LOD when mesh uses large Build Scale

#branch UE4

#change The LOD build scale is now applied to the wedge position as it is taken from the raw mesh.

reviewed by Thomas.Sarkanen

[CL 2054437 by Andrew Brown in Main branch]
2014-04-23 20:17:28 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00