The ViewMatrix and OverriddenTranslatedViewMatrix were set to the same value, which is a matrix with 0 translation. When the view matrix is uploaded to GPU, it is first re-based to be relative to the ViewOrigin, before being truncated to single-precision. If the origin of the ViewMatrix is always 0, this rebasing process does not work correctly and precision loss can occur. This fix therefore applies a -ViewOrigin translation to the ViewMatrix, so has the correct translation in absolute worldspace.
#tests TM-VRSmoke (at 0,0,0 and 2T), TM-VSM (at 0 and 2T). Tested for changes in shadow view transform, and LOD selection of meshes
#rb Ola.Olsson
[CL 34231983 by wouter dek in ue5-main branch]
Simple North/Up pixel filter
parallel, simd
removes slow call into ImageWrapper just to run the PNGz0 filter
UEDelta works for udim, cubes, all pixel formats, there are no limitations or corner cases
#jira UE-181911
#rb fabian.giesen
[CL 32654283 by charles bloom in ue5-main branch]
* This change updates the legacy NTSC luminance factors to working color space accurate ones. By default, those now match the sRGB/Rec.709 definition.
* Legacy factors still accessible by enabling a new renderer project setting: "r.LegacyLuminanceFactors".
#jira UE-201221
#rb chris.kulla, Krzysztof.Narkowicz, Sebastien.Hillaire
[CL 32327656 by eric renaudhoude in ue5-main branch]
#jira UE-187917
#10448
#rb ben.hoffman
#tests startup tests and PIE with player animation stressing Slerp()
[CL 30987249 by sapayne in ue5-main branch]
* Fixes a bug where SplineComponents compute the incorrect bounds in some cases
#rb Richard.TalbotWatkin
#jira UE-200238
#rnx
[CL 29744712 by wyatt marvil in ue5-main branch]
Fix log spam about degenerate triangles when computing barycentric coordinates on a triangle + minor cleanup:
1. Add a version of ComputeBaryCentric2D that (1) returns false on failure, rather than logging a warning, and (2) is less confusingly-named. Also minorly clean up the shared code for this new function and ComputeBaryCentric2D.
2. Update SegmentTriangleIntersection to use the new barycentric function and to exit earlier on degenerate triangles.
#rb rinat.abdrashitov
[CL 28047426 by jimmy andrews in ue5-main branch]