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UnrealEngineUWP
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f2ff6bd94de1a5fcde5609e98bcbf57a4b8f2b79
UnrealEngineUWP
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Engine
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Source
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Runtime
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Renderer
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Internal
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jason hoerner
21c9de89d1
DrawMaterialToRenderTarget blueprint function causes flickering issues in other views due to resetting scene texture extent. The need to reset can be avoided by preventing the function from modifying scene texture extent in the first place. The code path in question doesn't allocate scene textures -- it renders a pass directly to the output render target -- so there's no need to update the cached scene texture extent. An option was added to InitializeSceneTexturesConfig to override the extent, ignoring the cached extent state.
...
#jira UE-219269 #rnx #rb Jason.Nadro [CL 36753483 by jason hoerner in 5.5 branch]
2024-10-01 18:51:08 -04:00
..
PostProcess
CameraCalibration: New SceneViewExtension for lens distortion that populates RDG textures for use with the experimental lens distortion post-processing pass.
2024-08-13 09:40:19 -04:00
CustomDepthRendering.h
…
OverridePassSequence.h
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PathTracingResources.h
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SceneComputeUpdates.h
Fix crash when graph builder blackboard already contains scene compute update interface.
2024-09-13 06:21:54 -04:00
SceneTextures.h
DrawMaterialToRenderTarget blueprint function causes flickering issues in other views due to resetting scene texture extent. The need to reset can be avoided by preventing the function from modifying scene texture extent in the first place. The code path in question doesn't allocate scene textures -- it renders a pass directly to the output render target -- so there's no need to update the cached scene texture extent. An option was added to InitializeSceneTexturesConfig to override the extent, ignoring the cached extent state.
2024-10-01 18:51:08 -04:00
TranslucentPassResource.h
Add initial support to translucent holdout.
2024-08-28 09:40:37 -04:00