Navigation
API > API/Runtime > API/Runtime/Engine
Contains LODs to render. Interpretation of LODIndex0 and LODIndex1 depends on flags. By default the two LODs are the ones used in a dithered LOD transition. But they also be interpreted as the start and end of a range where we submit multiple LODs and select/cull on GPU.
| Name | FLODMask |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
struct FLODMask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLODMask() |
SceneManagement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsRange | uint16 | SceneManagement.h | ||
| bIsValid | uint16 | SceneManagement.h | ||
| LODIndex0 | uint16 | Assumes a max lod index of 127. | SceneManagement.h | |
| LODIndex1 | uint16 | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClampToFirstLOD
(
uint32 FirstLODIdx |
SceneManagement.h | ||
bool ContainsLOD
(
int32 LODIndex |
SceneManagement.h | ||
int8 GetRayTracedLOD() |
LodFade value within the BVH based on the LodFadeMask in the GBuffer. | SceneManagement.h | |
bool IsDithered() |
SceneManagement.h | ||
bool IsLODRange() |
SceneManagement.h | ||
bool IsMaxLODInRange
(
int32 LODIndex |
SceneManagement.h | ||
bool IsMinLODInRange
(
int32 LODIndex |
SceneManagement.h | ||
bool IsValid() |
SceneManagement.h | ||
void SetLOD
(
uint32 LODIndex |
SceneManagement.h | ||
void SetLODRange
(
uint32 MinLODIndex, |
SceneManagement.h | ||
void SetLODSample
(
uint32 LODIndex, |
SceneManagement.h |