more complex DDS is imported through the ImportDDS path in EditorFactories
FDdsImageWrapper is only load for generic image loading and fallback path
#rb fabian.giesen
#preflight none
[CL 22409163 by charles bloom in ue5-main branch]
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .
tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui
What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR
#jira UE-140227
#rb charles.bloom eric.renaudhoude david.harvey
#preflight 63359b01691c0168b74151f2
[CL 22327553 by benjamin rouveyrol in ue5-main branch]
#fyi benjamin.rouveyrol
Original CL Desc
-----------------------------------------------------------------
Add EXR support for screenshots
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .
tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui
What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR
#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711
[CL 22205685 by benjamin rouveyrol in ue5-main branch]
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .
tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui
What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR
#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711
[CL 22202479 by benjamin rouveyrol in ue5-main branch]
fix ExternalImagePicker image loading code to use modern method
fix IcoImageWrapper was not setting BitDepth
#preflight 6331bf11b20e73a09833dfa9
#rb fabian.giesen
[CL 22191984 by charles bloom in ue5-main branch]
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631a717cec45fbf3d74d4ba7
[CL 21916033 by bryan sefcik in ue5-main branch]
also clarify when it is used and log about it : only on simple transparency, not on alpha channels
also fix PNG loader was not correctly loading transparency mask on non-palettized RGB 3-channel images
#preflight 63115b2ec63cebc28020f8b4
#rb fabian.giesen
#jira UE-161537
[CL 21768022 by charles bloom in ue5-main branch]
By adding support for bitdepth 1,2,4
(GLTF had png textures with bit depth of 1 and 2)
#jira UE-159545
#rb JeanLuc.Corenthin
#preflight 62d8d3354b6d775f5fd13314
[CL 21197933 by Balazs Toereki in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
add support for F32 float import without conversion
fix incorrect quantizer in color conversion
#rb fabian.giesen
#preflight 627461351e4246d26acdde55
[CL 20073801 by charles bloom in ue5-main branch]
remove unsupported row stride and check it is tight packed as expected
#preflight 6241c305a67e4e1ab71ea308
#rb none
#fyi julien.stjean
[CL 19527833 by charles bloom in ue5-main branch]
allows load/save of only 2d DDS images through the generic imagewrappers apis
can be used with screenshot to dds output for example
#preflight 623cd55d9f11d3c7394618e6
#rb fabian.giesen
[CL 19502395 by charles bloom in ue5-main branch]