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When we do this we only need a single quad to render each landscape component subsection. This reduces vertex shader cost which can sometimes dominate RVT rendering. And it can remove the need to set difficult to understand landscape RVT LOD settings. One downside is that bilinear texture map interpolation is different to triangle barycentric interpolation, so there is a subtle difference in extreme cases, but nothing visually bad. The difference will matter for VHM rendering though. [CL 22968373 by jeremy moore in ue5-main branch]
5.5 KiB
5.5 KiB