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API > API/Plugins > API/Plugins/DisplayCluster > API/Plugins/DisplayCluster/IDisplayClusterViewportManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BeginNewFrame
(
FViewport* InViewport, |
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h | |
virtual bool BeginNewFrame
(
FViewport* InViewport, |
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func] | Render/Viewport/IDisplayClusterViewportManager.h |
BeginNewFrame(FViewport *, FDisplayClusterRenderFrame &)
Description
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func]
| Name | BeginNewFrame |
| Type | function |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h |
| Include Path | #include "Render/Viewport/IDisplayClusterViewportManager.h" |
bool BeginNewFrame
(
FViewport * InViewport,
FDisplayClusterRenderFrame & OutRenderFrame
)
- true, if success
Parameters
| Name | Remarks |
|---|---|
| InViewport | target viewport |
| OutRenderFrame | output render frame container |
BeginNewFrame(FViewport , UWorld , FDisplayClusterRenderFrame &)
Description
Initialize new frame for all viewports on game thread, and update context, render resources with viewport new settings And finally build render frame structure and send to render thread proxy viewport objects [Game thread func]
| Name | BeginNewFrame |
| Type | function |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/IDisplayClusterViewportManager.h |
| Include Path | #include "Render/Viewport/IDisplayClusterViewportManager.h" |
virtual bool BeginNewFrame
(
FViewport * InViewport,
UWorld * InWorld,
FDisplayClusterRenderFrame & OutRenderFrame
)
- true, if success
Parameters
| Name | Remarks |
|---|---|
| InViewport | target viewport |
| OutRenderFrame | output render frame container |