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In order to support this the following changes have been made: - A new API for FSlateDrawElement::MakeDashedLines. - Anti-aliased lines now upload texture coordinates dictating each vertex's position along the line, and the dash length in addition to the existing antialias gradient. This shouldn't add any additional bandwidth overhead since these texture coordinates were always being uploaded before anyway, just with a value of (1,1) - Additional shader instructions for anti-aliased lines are now also run to compute the opacity for each pixel based on the dash length and position. These are always run, even for non-dashed, antialiased lines. Profiling showed negligible performance difference for a test with heavy line-rendering. #rb Daren.Cheng, Patrick.Boutot [CL 34526531 by andrew rodham in ue5-main branch]