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UnrealEngineUWP
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SparseVolumeTexture
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tim doerries
19a4bedcf8
Fix for SparseVolumeTexture .vdb importer creating broken assets when importing .vdb sequences with this pattern: FILENAME.NUMBER.vdb. When importing a sequence, the importer creates an animated SVT and uses the filename with the number stripped at the end as asset/package name. With files using this pattern, we end up with a dot at the end of the asset/package name, which violates UE naming rules and makes the asset completely unusable without any proper warnings or error messages. The fix now also strips the dot (and other invalid chars).
...
#rb ? #jira UE-194914 #rnx [CL 27754604 by tim doerries in ue5-main branch]
2023-09-11 11:09:14 -04:00
..
OpenVDBGridAdapter.h
Implemented support for importing .vdb grids with half float formats.
2023-04-13 10:50:12 -04:00
OpenVDBImportOptions.h
Implemented an optimized path for creating a SparseVolumeTexture from a dense source volume. Also did a little bit of renaming of some of the involved functions/interfaces. Removed unorm-remapping option when importing a .vdb file. The usefulness of this feature is debatable and it doesn't work properly on .vdb sequences.
2023-04-25 07:50:06 -04:00
OpenVDBImportWindow.cpp
Implemented an optimized path for creating a SparseVolumeTexture from a dense source volume. Also did a little bit of renaming of some of the involved functions/interfaces. Removed unorm-remapping option when importing a .vdb file. The usefulness of this feature is debatable and it doesn't work properly on .vdb sequences.
2023-04-25 07:50:06 -04:00
OpenVDBImportWindow.h
Implemented an optimized path for creating a SparseVolumeTexture from a dense source volume. Also did a little bit of renaming of some of the involved functions/interfaces. Removed unorm-remapping option when importing a .vdb file. The usefulness of this feature is debatable and it doesn't work properly on .vdb sequences.
2023-04-25 07:50:06 -04:00
SparseVolumeTextureFactory.cpp
Fix for SparseVolumeTexture .vdb importer creating broken assets when importing .vdb sequences with this pattern: FILENAME.NUMBER.vdb. When importing a sequence, the importer creates an animated SVT and uses the filename with the number stripped at the end as asset/package name. With files using this pattern, we end up with a dot at the end of the asset/package name, which violates UE naming rules and makes the asset completely unusable without any proper warnings or error messages. The fix now also strips the dot (and other invalid chars).
2023-09-11 11:09:14 -04:00
SparseVolumeTextureModule.cpp
Implemented support for importing .vdb grids with half float formats.
2023-04-13 10:50:12 -04:00
SparseVolumeTextureOpenVDB.h
Implemented support for importing .vdb grids with half float formats.
2023-04-13 10:50:12 -04:00
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