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This allows faster texture cooking, but introduces slight changes to newly computed pixel values. Quality of texture mips stays the same, but values are different due to different order of floating-point operations. To keep patch sizes small, use old same code as before for generating mips for existing textures - will use new filter only for saved textures. Currently this setting is disabled for new textures by default. See comment in Texture.cpp how to enable it. #rb charles.bloom fabian.giesen #preflight 624c9d9a8d1db441a9137202 [CL 19630307 by martins mozeiko in ue5-main branch]