Matthew Griffin
bb70b349ce
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
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#lockdown Nick.Penwarden
[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
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.
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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
Terence Burns
08ff5fa6d1
https://jira.ol.epicgames.net/browse/UEPLAT-514
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Adding Texture LOD settings to Device Profiles
- this will improve how we currently edit and override lod settings on a per device type bases.
- LOD Settings can now be set in the Device Profile Editor
- Any device profiles with no values set for LOD Settings, will use the default objects.
- These can be found in BaseDeviceProfiles.ini in the /Script/Engine.TextureLODSettings section
- Appropriate defaults set for those groups not listed.
-Other fixes
- - Incorrect with_editor check in HTML5 target platform, changed to with_engine
[CL 2481510 by Terence Burns in Main branch]
2015-03-17 09:50:32 -04:00
Niklas Smedberg
ca14047362
Android ASTC for ES2
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[CL 2475760 by Niklas Smedberg in Main branch]
2015-03-11 17:28:22 -04:00
Ben Marsh
149375b14b
Update copyright notices to 2015.
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[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Josh Adams
06ad27f3c7
- Fixed ASTC textures on Metal, except for one blue texture in Rivalry
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[CL 2376586 by Josh Adams in Main branch]
2014-12-04 17:28:16 -05:00
Marc Audy
a78c7b0377
Replace deprecated OVERRIDE with override
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[CL 2376065 by Marc Audy in Main branch]
2014-12-04 10:46:04 -05:00
Josh Adams
f7300c6195
- Basic ASTC texture support for Metal (A8X and up) - this is experimental, and some textures are not working properly. Not exposed in the editor to enable (that will be a future changelist)
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#codereview niklas.smedberg
[CL 2376050 by Josh Adams in Main branch]
2014-12-04 10:35:50 -05:00
Niklas Smedberg
fae9b25c71
ASTC Encoder
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[CL 2304762 by Niklas Smedberg in Main branch]
2014-09-19 23:31:55 -04:00
Niklas Smedberg
bb8f417304
Support for OpenGL ES 3.1 + Android Extension Pack
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[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00