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Interface for platform formats that consume a linear, unpacked texture that an be built on a host platform (e.g. windows) and then tile/pack it as necessary.
| Name | ITextureTiler |
| Type | class |
| Header File | /Engine/Source/Developer/TextureFormat/Public/Interfaces/ITextureFormat.h |
| Include Path | #include "Interfaces/ITextureFormat.h" |
Syntax
class ITextureTiler
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DetileMipChain
(
FEncodedTextureDescription::FUniqueBufferMipChain& OutLinearMips, |
Given a tiled mip chain, detile in to OutLinearMips. | Interfaces/ITextureFormat.h | |
const FUtf8StringView GetBuildFunctionName() |
Interfaces/ITextureFormat.h | ||
const FUtf8StringView GetDetileBuildFunctionName() |
Interfaces/ITextureFormat.h | ||
FEncodedTextureExtendedData GetExtendedDataForTexture
(
const FEncodedTextureDescription& InTextureDescription, |
The generic texture tiling build function expects the following functions to exist that do what they say on the tin. | Interfaces/ITextureFormat.h | |
FSharedBuffer ProcessMipLevel
(
const FEncodedTextureDescription& InTextureDescription, |
InLinearSurfaces must have the necessary input mips for the mip level - i.e. for a packed mip tail, InMipIndex is the index of the top mip of the tail, and InLinearSurfaces must have all the source mips for the entire tail. | Interfaces/ITextureFormat.h |