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UnrealEngineUWP
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SparseVolumeTexture
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tim doerries
9833925852
SparseVolumeTexture import dialog now defaults to 16bit float for all components and tries to use 8bit unorm for density if possible.
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#rb Sebastien.Hillaire #rnx [CL 26707021 by tim doerries in ue5-main branch]
2023-07-31 11:23:48 -04:00
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OpenVDBGridAdapter.h
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OpenVDBImportOptions.h
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OpenVDBImportWindow.cpp
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OpenVDBImportWindow.h
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SparseVolumeTextureFactory.cpp
SparseVolumeTexture import dialog now defaults to 16bit float for all components and tries to use 8bit unorm for density if possible.
2023-07-31 11:23:48 -04:00
SparseVolumeTextureFactory.h
Implemented automatic asset renaming when importing .vdb sequences as an animated SparseVolumeTexture. The resulting asset name will no longer have the number postfix of the original file used to import the entire sequence.
2023-06-19 10:56:00 -04:00
SparseVolumeTextureModule.cpp
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SparseVolumeTextureOpenVDB.h
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SparseVolumeTextureOpenVDBUtility.cpp
Fixed SparseVolumeTextureSamplePageTable() and SparseVolumeTextureLoadPageTable() sometimes loading from the page table at incorrect coordinates when the page table is using a page table offset. Fixed incorrect page table offset in SVT sequences causing parts of the volume to appear cut off at higher mip levels. Fixed empty vdb frames during import causing massive VolumeResolution values in the resulting SVT. Fixed StreamingManager triggering an assert when all voxels of a higher mip level have been stripped away due to occupancy bitmask based compression. It seems that higher mip levels can sometimes be empty despite lower mip levels having valid data. I suspect that this is due to precision issues when averaging 8 small float values and then quantizing them during the mip mapping.
2023-06-23 10:22:59 -04:00
SparseVolumeTextureOpenVDBUtility.h
New streaming system for SparseVolumeTextures. It is based on the Nanite FStreamingManager design and supports streaming both from disk and from DDC. This first version uses a single logical tile data texture for all frames of a single UStreamableSparseVolumeTexture and starts streaming out tiles of older mip levels once it runs out of space. The highest mip level (lowest resolution) is always resident in the tile data texture, so there is always something available for rendering. Each frame's page table texture is currently always fully resident. There is now also a buffer storing the lowest resident mip level index for each frame.
2023-05-31 08:14:22 -04:00