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set to Always to get fill into transparent for non-binary transparency case legacy config setting still respected, but new config supercedes legacy behavior was to Infill only for binary transparency #preflight https://horde.devtools.epicgames.com/job/6463e74dd62884a78fd7dad6 #rb jared.adkins,fabian.giesen #rnx [CL 25502194 by charles bloom in ue5-main branch]
29 lines
1.0 KiB
C++
29 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "Engine/TextureDefines.h"
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struct FImage;
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namespace UE::TextureUtilitiesCommon
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{
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/**
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* Detect the existence of gray scale image in some formats and convert those to a gray scale equivalent image
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*
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* @return true if the image was converted
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*/
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TEXTUREUTILITIESCOMMON_API bool AutoDetectAndChangeGrayScale(FImage& Image);
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/**
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* For PNG texture importing, this ensures that any pixels with an alpha value of zero have an RGB
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* assigned to them from a neighboring pixel which has non-zero alpha.
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* This is needed as PNG exporters tend to turn pixels that are RGBA = (x,x,x,0) to (1,1,1,0)
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* and this produces artifacts when drawing the texture with bilinear filtering.
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*
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* @param TextureSource - The source texture
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* @param SourceData - The source texture data
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*/
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TEXTUREUTILITIESCOMMON_API void FillZeroAlphaPNGData(int32 SizeX, int32 SizeY, ETextureSourceFormat SourceFormat, uint8* SourceData, bool bDoOnComplexAlphaNotJustBinaryTransparency);
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} |