Should be faster in most practical cases, though can be slower if an inserted edge must cross a lot of existing edges.
#rb rinat.abdrashitov
#preflight 62845c74ac1a933d478fcc0b
[CL 20261922 by Jimmy Andrews in ue5-main branch]
Benchmark configuration:
- Test scene with 4 meshes: a mossy stone nanite mesh, a beach ball, a ball with an emissive blue cross and a hut mesh
- Target mesh: 11.8k triangles mesh, created by voxel wrapping the meshes in the test scene elements
- 4096x4096 output texture with 16x multisampling baking BaseColor, Emissive, PackedMRS and Normal maps
- 4096x4096 photo capture resolution
Unreal Insights reports the following times for the Bake call:
- Before this change: 2 mins 45 seconds
- After this change: 55.9 seconds
Aside: (Unaffected by this change) In both cases the photo capture, which is done on the game thread, took about 1 min
#jira none
#rb
#rnx
#preflight 627e64e01748fbc85bb24a42
[CL 20221383 by matija kecman in ue5-main branch]
unittests are included for the blocked grids and sdf generation, as well as benchmarks for sdf generation.
( This CL flushes out an old shelf of Ryan's.)
#preflight 62713371fe09c0cfbc3719a1
#rb Tyson.Brochu
[CL 20042490 by David Hill in ue5-main branch]
Update Arrangement2d's triangulation functions to use that fill mode, and also to be explicit about whether the boundary group is expected or not
#rb david.hill
#rb rinat.abdrashitov
#preflight 6269606c8c2782e4f2327a34
[CL 19941732 by Jimmy Andrews in ue5-main branch]
GeometryProcessing: add TImageBuilder::NearestSampleUV() function to simplify nearest sampling
#preflight 62682fc8430b9997ebe6a47d
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 19928418 via CL 19928912 via CL 19929469
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19931478 by ryan schmidt in ue5-main branch]
- Constrained edges along a boundary are allowed to collapse, and vertices are allowed to move, but they are projected back to the original boundary curve geometry
- Additionally, vertices at boundary "corners" (defined using an angle threshold criterion) are constrained to not move or be deleted
#jira UE-149616
#rb rinat.abdrashitov
#preflight
#preflight 6262dc97e87284a93cd6bd44
[CL 19867177 by tyson brochu in ue5-main branch]
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().
Resubmission of CL# 19833778 with fixes for problematic Mac and Android toolchains, causing spurious errors while building PCHs.
#rb devin.doucette, charles.bloom, will.damon, chris.babcock
#jira UE-148435
#preflight 6260764d91376845adf9893f
[CL 19840896 by Steve Robb in ue5-main branch]
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().
#rb devin.doucette, charles.bloom
#jira UE-148435
#preflight 625ece48f16e0d2accab15d9
[CL 19833778 by Steve Robb in ue5-main branch]
Avoids overflow errors from msvc for certain target configurations.
#jira none
#rb halfdan.ingvarsson
#rnx
#preflight 625dfa31b72cfbaf9626f1f4
[CL 19798652 by jonathan adamczewski in ue5-main branch]
PolyPath is an optionally-closed polyline/polygon with 3D vertices + some utility functions and automatic conversion to/from arrays
Also add a USplineComponent->PolyPath conversion function
#rb lonnie.li
#preflight 625dbb5348670f31a626cc9f
[CL 19792613 by Jimmy Andrews in ue5-main branch]
also fix handling of splitting into connected components when some of the components don't have a valid convex hull (by bailing on the component split in that case)
#rb rinat.abdrashitov
#preflight 6255ec9eef3d24a90eb4e00f
[CL 19730210 by Jimmy Andrews in ue5-main branch]