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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
Include | #include "SceneManagement.h" |
Syntax
struct FLODMask
Remarks
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.
Variables
Type | Name | Description | |
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uint16: 1 | bIsRange | |
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uint16: 1 | bIsValid | |
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uint16: 7 | LODIndex0 | Assumes a max lod index of 127. |
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uint16: 7 | LODIndex1 |
Constructors
Type | Name | Description | |
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FLODMask () |
Functions
Type | Name | Description | |
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void | ClampToFirstLOD
(
uint32 FirstLODIdx |
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bool | ContainsLOD
(
int32 LODIndex |
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int8 | LodFade value within the BVH based on the LodFadeMask in the GBuffer. | |
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bool | IsDithered () |
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bool | IsLODRange () |
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bool | IsMaxLODInRange
(
int32 LODIndex |
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bool | IsMinLODInRange
(
int32 LODIndex |
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bool | IsValid () |
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void | ||
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void | SetLODRange
(
uint32 MinLODIndex, |
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void | SetLODSample
(
uint32 LODIndex, |