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A simple binned style atlas layout, which uses FTextureLayout as the bin allocator. Binning greatly reduces fragmentation over time with many allocations of different sizes and lifetimes, but ties up free memory in other bins. Binning also greatly reduces the FTextureLayout tree depth, and therefore allocation cost. Best results when the number of unique allocation sizes are small.
| Name | FBinnedTextureLayout |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/TextureLayout.h |
| Include Path | #include "TextureLayout.h" |
Syntax
class FBinnedTextureLayout
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBinnedTextureLayout
(
FIntPoint InMaxSize, |
TextureLayout.h |
Classes
| Name | Remarks |
|---|---|
| FBin | |
| FBinAllocation |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bins | TArray< FBin > | TextureLayout.h | ||
| BinSizeTexels | int32 | TextureLayout.h | ||
| Layout | FTextureLayout | TextureLayout.h | ||
| MaxSize | FIntPoint | TextureLayout.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddElement
(
FIntPoint ElementSize, |
Allocates an element from the atlas layout. | TextureLayout.h | |
void RemoveElement
(
FIntRect Element |
Removes an element which was previously added. | TextureLayout.h |