Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IStereoLayers
| |
|
| Name |
ELayerFlags |
| Type |
enum |
| Header File |
/Engine/Source/Runtime/Engine/Public/IStereoLayers.h |
| Include Path |
#include "IStereoLayers.h" |
Syntax
enum ELayerFlags
{
LAYER_FLAG_TEX_CONTINUOUS_UPDATE = 0x00000001,
LAYER_FLAG_TEX_NO_ALPHA_CHANNEL = 0x00000002,
LAYER_FLAG_QUAD_PRESERVE_TEX_RATIO = 0x00000004,
LAYER_FLAG_SUPPORT_DEPTH = 0x00000008,
LAYER_FLAG_TEX_EXTERNAL = 0x00000010,
LAYER_FLAG_HIDDEN = 0x00000020,
LAYER_FLAG_DEBUG = 0x00000040,
LAYER_FLAG_MAX_VALUE = LAYER_FLAG_DEBUG << 1,
}
Values
| Name |
Remarks |
| LAYER_FLAG_TEX_CONTINUOUS_UPDATE |
Internally copies the texture on every frame for video, etc. |
| LAYER_FLAG_TEX_NO_ALPHA_CHANNEL |
Ignore the textures alpha channel, this makes the stereo layer opaque. Flag is ignored on Steam VR. |
| LAYER_FLAG_QUAD_PRESERVE_TEX_RATIO |
Quad Y component will be calculated based on the texture dimensions. |
| LAYER_FLAG_SUPPORT_DEPTH |
The layer will intersect with the scene's depth. Currently only supported on Oculus platforms. |
| LAYER_FLAG_TEX_EXTERNAL |
Required on some platforms to enable rendering of external textures. |
| LAYER_FLAG_HIDDEN |
When set, this layer will not be rendered. |
| LAYER_FLAG_DEBUG |
When this is set and the HMD implementation is compatible, the layer will be copied to the spectator screen. |
| LAYER_FLAG_MAX_VALUE |
Max flag value, update this when new flags are added! |