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This is an implementation of UTexture2D that is always a streaming virtual texture with specific tile settings from the renderer project settings. It allocates a virtual texture on creation (instead of relying on a he material do the allocation), and tracks the allocated virtual textures. It can provide a 2 dword descriptor giving the location of the virtual texture in the shared virtual texture pool. It can provide a description of the shared virtual texture pool for binding to the view uniform buffer. [CL 34578717 by jeremy moore in ue5-main branch]
20 lines
763 B
C++
20 lines
763 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MeshPaintVirtualTextureThumbnailRenderer.h"
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#include "VT/MeshPaintVirtualTexture.h"
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UMeshPaintVirtualTextureThumbnailRenderer::UMeshPaintVirtualTextureThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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bool UMeshPaintVirtualTextureThumbnailRenderer::CanVisualizeAsset(UObject* Object)
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{
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return UTextureThumbnailRenderer::CanVisualizeAsset(Object);
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}
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void UMeshPaintVirtualTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
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{
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UTextureThumbnailRenderer::Draw(Object, X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily);
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}
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