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Unreal Engine C++ API Reference > Runtime > Engine > IStereoLayers
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/IStereoLayers.h |
Include | #include "IStereoLayers.h" |
Syntax
enum ELayerFlags
&123;
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,
&125;
Values
Name | Description |
---|---|
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. |