#include <RuntimeVirtualTextureSceneProxy.h>
Scene proxy for the URuntimeVirtualTextureComponent. Manages a runtime virtual texture in the renderer scene.
◆ FRuntimeVirtualTextureSceneProxy()
◆ ~FRuntimeVirtualTextureSceneProxy()
| FRuntimeVirtualTextureSceneProxy::~FRuntimeVirtualTextureSceneProxy |
( |
| ) |
|
◆ Dirty()
Mark an area of the associated runtime virtual texture as dirty.
- Parameters
-
| Bounds | World-space bounds of the area of the runtime virtual texture to invalidate |
| Priority | Allows the affected pages to get processed in priority. This allows increased responsiveness when there are more pages being updated than can be handled in a given frame (when throttling) |
◆ FlushDirtyPages()
| void FRuntimeVirtualTextureSceneProxy::FlushDirtyPages |
( |
| ) |
|
Flush the cached physical pages of the virtual texture at the given world space bounds.
◆ GetAllocatedVirtualTexture()
◆ GetBounds()
| const FBox & FRuntimeVirtualTextureSceneProxy::GetBounds |
( |
| ) |
const |
|
inline |
◆ GetMaterialType()
◆ GetUniformParameter()
◆ IsAdaptive()
| bool FRuntimeVirtualTextureSceneProxy::IsAdaptive |
( |
| ) |
const |
|
inline |
◆ MarkUnused()
| void FRuntimeVirtualTextureSceneProxy::MarkUnused |
( |
| ) |
|
Mark the object as no longer used. This can happen in the edge case where two components in a scene use the same runtime virtual texture asset.
◆ Release()
| void FRuntimeVirtualTextureSceneProxy::Release |
( |
| ) |
|
Release the object and it's associated runtime virtual texture resources. Call this on the main thread before deferring deletion to happen on the render thread.
◆ RequestPreload()
Request preload of an area of the associated runtime virtual texture at a given mip level.
◆ bHidePrimitivesInEditor
| bool FRuntimeVirtualTextureSceneProxy::bHidePrimitivesInEditor = false |
Hide primitives in the main pass in editor mode.
◆ bHidePrimitivesInGame
| bool FRuntimeVirtualTextureSceneProxy::bHidePrimitivesInGame = false |
Hide primitives in the main pass in game mode.
◆ RuntimeVirtualTextureId
| int32 FRuntimeVirtualTextureSceneProxy::RuntimeVirtualTextureId = -1 |
Unique object ID of the runtime virtual texture used to filter proxies to render to it.
◆ SceneIndex
| int32 FRuntimeVirtualTextureSceneProxy::SceneIndex = -1 |
The documentation for this class was generated from the following files: