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Mirrors Texture.h FTextureSourceBlock for use without Texture.h
This provides the layout representation of a block of source pixels for a virtual texture. The format is separate as VTs can have multiple layers, each with the same source pixel layout but with a different format (and thus byte size).
| Name | FVirtualTextureSourceBlockInfo |
| Type | struct |
| Header File | /Engine/Source/Developer/TextureBuildUtilities/Public/TextureBuildUtilities.h |
| Include Path | #include "TextureBuildUtilities.h" |
Syntax
struct FVirtualTextureSourceBlockInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BlockX | int32 | @ I don't actually know what coordinate space blocks are in and none of the code I'm looking at seems very clear on it. | TextureBuildUtilities.h | |
| BlockY | int32 | TextureBuildUtilities.h | ||
| NumMips | int32 | TextureBuildUtilities.h | ||
| NumSlices | int32 | Afaict this is ignored: see "BlockData.NumSlices = 1; // TODO?" in VirtualTextureDataBuilder | TextureBuildUtilities.h | |
| SizeX | int32 | Pixel dims. | TextureBuildUtilities.h | |
| SizeY | int32 | TextureBuildUtilities.h |