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- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit... - Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview - Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour) - Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things. [CL 2089519 by Graeme Thornton in Main branch]