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This is an implementation of UTexture2D that is always a streaming virtual texture with specific tile settings from the renderer project settings. It allocates a virtual texture on creation (instead of relying on a he material do the allocation), and tracks the allocated virtual textures. It can provide a 2 dword descriptor giving the location of the virtual texture in the shared virtual texture pool. It can provide a description of the shared virtual texture pool for binding to the view uniform buffer. [CL 34578717 by jeremy moore in ue5-main branch]
18 lines
613 B
C++
18 lines
613 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ThumbnailRendering/TextureThumbnailRenderer.h"
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#include "MeshPaintVirtualTextureThumbnailRenderer.generated.h"
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UCLASS(MinimalAPI)
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class UMeshPaintVirtualTextureThumbnailRenderer : public UTextureThumbnailRenderer
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UThumbnailRenderer Interface.
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virtual bool CanVisualizeAsset(UObject* Object) override;
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virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas, bool bAdditionalViewFamily) override;
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//~ EndUThumbnailRenderer Interface.
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};
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