Files
UnrealEngineUWP/Engine/Source/Developer/TextureFormatUncompressed/TextureFormatUncompressed.Build.cs
Zousar Shaker a6bd40e38d -Fix bug in the interpretation of mip offset in FTextureBuildFunction (it is offset into uncomrpessed data, not offset into compressed data)
-Added more metadata to the output of the texture export feature.
-Make FTextureBuildFunction stateless and abstract.  Now must be derived to produce an instantiable build function.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules depend on TextureBuild module and implement concrete derivatives of FTextureBuildFunction.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules register their build functions through an IBuildFunctionFactory for the lifetime of the module.
-Removed all public interface for the DerivedDataBuild{Loop, Worker} and have them just use the IBuildFunctionFactory modular feature to find all linked build functions.

#rb devin.doucette
#preflight 60acfb486905a60001c3cd29

[CL 16448407 by Zousar Shaker in ue5-main branch]
2021-05-25 10:37:34 -04:00

27 lines
490 B
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TextureFormatUncompressed : ModuleRules
{
public TextureFormatUncompressed(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.AddRange(
new string[] {
"DerivedDataCache",
"Engine",
"TargetPlatform",
"TextureCompressor"
}
);
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"ImageCore",
"TextureBuild"
}
);
}
}