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ce4dd6767cece4913ce2739130c07acaa5d84a68
UnrealEngineUWP/Engine/Source/Developer/TextureCompressor
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zousar shaker 418cb0c3ad Avoid a deadlock when running Oodle texture compression on low core count machines. Suggested by andriy.tylychko in this JIRA:
https://jira.it.epicgames.com/browse/UE-119594
as a temporary measure until arne.schober has a chance to put in place a long term fix.

#rb devin.doucette
[FYI] andriy.tylychko
[FYI] arne.schober

#ROBOMERGE-SOURCE: CL 16853912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16853923 by zousar shaker in ue5-release-engine-test branch]
2021-07-14 15:32:19 -04:00
..
Private
Avoid a deadlock when running Oodle texture compression on low core count machines. Suggested by andriy.tylychko in this JIRA:
2021-07-14 15:32:19 -04:00
Public
Use proper argument types in ITextureCompressorModule::GenerateBaseCubeMipFromLongitudeLatitude2D.
2021-06-03 12:46:35 -04:00
TextureCompressor.Build.cs
Attempt #2 (with issues fixed from last time): Extract texture format indexing and interfaces from the TargetPlatformManager and instead put it into a new type: TextureFormatManager instead. TargetPlatformManager retains the same API for querying texture format information, it just forwards to the TextureFormatManager instead. This is to facilitate the use of TextureCompressor from standalone executables that shouldn't depend on TargetPlatformManager.
2021-05-03 14:05:29 -04:00
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