Commit Graph

15 Commits

Author SHA1 Message Date
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#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.
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
Steve Robb
cebf099231 TArray::Init deprecated, as it's not obvious from the name that it leaves elements unconstructed.
TArray::Init use replaced with SetNumUninitialized.

#codereview robert.manuszewski

[CL 2495011 by Steve Robb in Main branch]
2015-03-28 06:38:28 -04:00
Dmitry Rekman
e7d1e64ee3 Changed calls to FProcHandle.Close() to FPlatformProcess::CloseProc().
We already had FPlatformProcess::CreateProc/CloseProc pair (which is part of larger set with WaitForProc(), TerminateProc(), GetProcReturnCode(), etc). FProcHandle::Close() made the API more confusing (and actually introduced bugs, because it did not call CloseProc() until recently).

#codereview Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec

[CL 2476322 by Dmitry Rekman in Main branch]
2015-03-12 00:06:15 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -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)
#codereview niklas.smedberg

[CL 2376050 by Josh Adams in Main branch]
2014-12-04 10:35:50 -05:00
Jaroslaw Palczynski
65ba5d456f TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions.

[CL 2312616 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:23:44 -04:00
Dmitry Rekman
dbdea559eb [Github] PR 242 (safe changes).
- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).

[CL 2172690 by Dmitry Rekman in Main branch]
2014-07-08 00:06:17 -04:00
Josh Adams
e63371f39c - Added cooker settings to Project settings, first prop is PVRTC quality level
[CL 2112238 by Josh Adams in Main branch]
2014-06-20 17:03:43 -04:00
Josh Adams
2d63ffd51f - Updated to latest PVRTexToolCLI
[CL 2111788 by Josh Adams in Main branch]
2014-06-20 10:41:51 -04:00
Josh Adams
b552e2d883 Urban->Main
#codereview jeff.campeau,nick.penwarden,rolando.caloca

[CL 2108642 by Josh Adams in Main branch]
2014-06-17 18:27:26 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Allan Bentham
aae3bf9968 #ttp 322654 - UE4: RENDERING: Texture compression pipeline should support per-format maximum sizes
#proj Engine
#branch UE4
#summary Added GetFormatCapabilities to ITextureFormat interface, TextureCompressorModule attempts to downsample images that are too large.
#add GetFormatCapabilities to ITextureFormat and all affected subclasses.
#change BuildTextureMips now attempts to construct a source that is compatible with the maximum size for a texture compressor.

[CL 2053233 by Allan Bentham in Main branch]
2014-04-23 20:04:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00