- The IDisplayClusterWarpBlend interface has been redesigned and new functions have been added:
* A new module DisplayClusterWarp has been added (the code with the warp API has been moved from DisplayClusterSharders to the new module).
* Reworking warp math and code cleanup.
* The internal data off the frustum calculation pipeline has been added to the public API.
* Added MPCDI attributes loading (Loading from projection policy parameters can be done later).
- Performance optimization for MPCDI (the time to reload mpcdi resources is 0. Useful for large mpcdi files)
* Added MPCDI file loader cache (The mpcdi loader instance remains alive until the wait time expires)
* Added MPCDI Textures cache (multiple instances of the same DCRA reuse the same texture instance.)
- Added MPCDI 2d profile implementation:
* Added math to support mpcdi 2d
* Added preview geometry generation for this profile.
* Added the ability to use an external static mesh as the geometry to calculate frustum instead of MPCDI attributes.
* Added new property to MPCDI projection policy (ext mesh for mpcdi 2d) and to the DisplayClusterConfigurator
- Added changes to the 'mesh' and 'mpcdi' projection policy: adaptation to API changes and code cleanup
#jira UE-186779
#rb Alejandro.Arango, Vitalii.Boiko
[CL 26303444 by peter tarasenko in ue5-main branch]
-Edit terminology in all instances of "Preload DDC" to "Fill DDC"
#jira UE-187238
#rb Jason.Walter
[CL 25850457 by jared therriault in ue5-main branch]
Now that it is in a module, it will be easier to eventually move it to another plugin since it does not need nDisplay and can be used independently of it.
#jira
#preflight 6445d4e027014596f3182924
#rb none
[CL 25160076 by Alejandro Arango in ue5-main branch]
This allows for sharing viewports between render nodes with zero or 1 frame latency. This is an alternative to mGPU that in many cases can be more efficient. It should be used w/o SLI enabled. Two nDisplay nodes would run on the same PC, one with r.GraphicsAdapter 0 and the other with r.GraphicsAdapter 1, which can be set in the nDisplay config, and overridden from a newly added option in Switchboard.
#jira
#rb simon.therriault, andrey.yamashev
#preflight 63c0b3d6b06522475052b25d
[CL 23673030 by Alejandro Arango in ue5-main branch]
To use, click on the viewport "Draw LC" button, then click on the viewport at the locations where the polygon vertices should exist, then end the polygon with right mouse button. Or abort by toggling the "Draw LC" button.
The polygon is saved in an array in the light card, and is used to generate an alpha texture. This alpha texture is independent of the color texture. This alpha texture is generated dynamically, so there is no need to save it as an asset.
The default generated alpha texture dimensions is 128x128, but can be changed with DC.LightCardPolygonTextureSize.
Currently there is visual indication of the drawing process (other than the mouse becoming a cross and the Draw LC button being highlighted).
#rb trystan.binkley-jone, patrick.hardy
#jira
#preflight 628ec2c289000256cea3ba07
[CL 20373874 by Alejandro Arango in ue5-main branch]
#jira UETOOL-4423
#rb Alejandro.Arango, Vitalii.Boiko
#author peter.tarasenko
#ushell-cherrypick of 18435269 by Marc.Audy
[CL 18435420 by Marc Audy in ue5-release-engine-test branch]