Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Private/RuntimeVirtualTextureBuildStreamingMips.h
dmitriy dyomin ea9a5ee31f Added a separate entry in a RuntimeVirtualTexture component for a streaming VT that is specific to mobile rendering
Depending on target platform shading path one or the other SVT will be used
This is required for projects that has a significantly different landscape materials for each shading path
#rb jeremy.moore

[CL 24376462 by dmitriy dyomin in ue5-main branch]
2023-02-23 01:23:57 -05:00

21 lines
798 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
enum class ERuntimeVirtualTextureDebugType;
class URuntimeVirtualTextureComponent;
enum class EShadingPath;
namespace RuntimeVirtualTexture
{
/** Returns true if the component describes a runtime virtual texture that has streaming mips. */
bool HasStreamedMips(URuntimeVirtualTextureComponent* InComponent);
bool HasStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent);
/** Build the streaming mips texture. */
bool BuildStreamedMips(URuntimeVirtualTextureComponent* InComponent, ERuntimeVirtualTextureDebugType DebugType);
bool BuildStreamedMips(EShadingPath ShadingPath, URuntimeVirtualTextureComponent* InComponent, ERuntimeVirtualTextureDebugType DebugType);
};