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84307a427e4a0a96bd68877ddf232db00aefd790
UnrealEngineUWP
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Engine
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SlateCore
History
Nick Darnell
8607146449
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.
...
[CL 2655144 by Nick Darnell in Main branch]
2015-08-13 16:03:06 -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
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
SlateCore.Build.cs
UBT: Removing UEBuildConfiguration.bBuildDedicatedServer
2014-12-11 10:44:54 -05:00