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