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UnrealEngineUWP
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84307a427e4a0a96bd68877ddf232db00aefd790
UnrealEngineUWP
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Engine
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Source
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Runtime
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Core
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Gil Gribb
2acf54dc6e
UE4 - End of frame updates now optionally can do the gamethread updates while we are doing parallel updates. The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates. The latter is disabled by default.
...
[CL 2655993 by Gil Gribb in Main branch]
2015-08-14 08:43:25 -04:00
..
Private
UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
2015-08-13 16:03:06 -04:00
Public
UE4 - End of frame updates now optionally can do the gamethread updates while we are doing parallel updates. The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates. The latter is disabled by default.
2015-08-14 08:43:25 -04:00
Resources
/Windows
…
Core.Build.cs
Added new stats for building audio / texture data.
2015-07-18 12:00:28 -04:00