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UnrealEngineUWP/Engine/Source/Editor/SparseVolumeTexture/Private/SparseVolumeTextureOpenVDBUtility.cpp
tim doerries ed6155ff68 All SparseVolumeTexture mips are now stored in the same resource/proxy, making binding and sampling different mip levels much easier. This version is still missing streaming at mip level granularity and has a minimum mip level size of 16x16x16 (no mip tails). Since the added logic started bloating SparseVolumeTexture.h/.cpp, FSparseVolumeRawSource (now renamed to FSparseVolumeTextureData), FSparseVolumeTextureRuntime and FSparseVolumeTextureProxy were moved into their own files. FSparseVolumeTextureData stores a potentially mipped (after cooking) 3D page table indexing into linear arrays of physical tile data. At runtime the physical tiles are rearranged/packed into 3D physical tile textures in FSparseVolumeTextureRuntime and the page table payload adjusted from indices to 3D tile coordinates. The SVTSample node now also takes an optional MipLevel parameter which enables sampling across mips (lerp).
#rb Sebastien.Hillaire
#rnx
#preflight 63fdec5aae54ee4ce99490f9

[CL 24471451 by tim doerries in ue5-main branch]
2023-03-01 16:56:41 -05:00

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