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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FLightMap2D
Description
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.
| Name | AllocateLightMap |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/LightMap.h |
| Include Path | #include "LightMap.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LightMap.cpp |
static TRefCountPtr < FLightMap2D > AllocateLightMap
(
UObject * LightMapOuter,
FQuantizedLightmapData *& SourceQuantizedData,
const TMap < ULightComponent *, FShadowMapData2D * > & SourceShadowMapData,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType InPaddingType,
ELightMapFlags InLightmapFlags
)
Parameters
| Name | Remarks |
|---|---|
| LightMapOuter | The package to create the light-map and textures in. |
| SourceQuantizedData | If the data is already quantized, the values will be in here, and not in RawData. |
| SourceShadowMapData | Shadow map data to be combined into the lightmap atlas, used when creating VT lightmaps |
| Bounds | The bounds of the primitive the light-map will be rendered on. Used as a hint to pack light-maps on nearby primitives in the same texture. |
| InPaddingType | the method for padding the lightmap. |
| LightmapFlags | flags that determine how the lightmap is stored (e.g. streamed or not) |