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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Commandlets > API/Editor/UnrealEd/Commandlets/FAnalyzeReferencedContentStat > API/Editor/UnrealEd/Commandlets/FAnalyzeReferencedContentStat/FLightingOptimiz-
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h |
| Include | #include "Commandlets/AnalyzeReferencedContentStat.h" |
static int32 CalculateLightmapLightingBytesUsed
(
int32 Width,
int32 Height,
int32 NumVertices,
int32 UVChannelIndex
)
Remarks
Assuming DXT1 lightmaps... 4 bits/pixel * width * height = Highest MIP Level * 1.333 MIP Factor for approx usage for a full mip chain Either 1 or 3 textures if we're doing simple or directional (3-axis) lightmap Most lightmaps require a second UV channel which is probably an extra 4 bytes (2 floats compressed to SHORT)