Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IStereoRenderTargetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllocateRenderTargetTextures
(
uint32 SizeX, |
StereoRenderTargetManager.h | ||
virtual bool AllocateRenderTargetTextures
(
FRHICommandListBase& RHICmdList, |
Allocates the render target textures, which includes the color textures and optionally other textures like depth. | StereoRenderTargetManager.h |
AllocateRenderTargetTextures(uint32, uint32, uint8, uint32, ETextureCreateFlags, ETextureCreateFlags, TArray< FTextureRHIRef > &, TArray< FTextureRHIRef > &, uint32)
| Name | AllocateRenderTargetTextures |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h |
| Include Path | #include "StereoRenderTargetManager.h" |
virtual bool AllocateRenderTargetTextures
(
uint32 SizeX,
uint32 SizeY,
uint8 Format,
uint32 NumLayers,
ETextureCreateFlags Flags,
ETextureCreateFlags TargetableTextureFlags,
TArray < FTextureRHIRef > & OutTargetableTextures,
TArray < FTextureRHIRef > & OutShaderResourceTextures,
uint32 NumSamples
)
AllocateRenderTargetTextures(FRHICommandListBase &, uint32, uint32, uint8, uint32, ETextureCreateFlags, ETextureCreateFlags, TArray< FTextureRHIRef > &, TArray< FTextureRHIRef > &, uint32)
Description
Allocates the render target textures, which includes the color textures and optionally other textures like depth. The default implementation always returns false to indicate that the default texture allocation should be used instead.
| Name | AllocateRenderTargetTextures |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h |
| Include Path | #include "StereoRenderTargetManager.h" |
virtual bool AllocateRenderTargetTextures
(
FRHICommandListBase & RHICmdList,
uint32 SizeX,
uint32 SizeY,
uint8 Format,
uint32 NumLayers,
ETextureCreateFlags Flags,
ETextureCreateFlags TargetableTextureFlags,
TArray < FTextureRHIRef > & OutTargetableTextures,
TArray < FTextureRHIRef > & OutShaderResourceTextures,
uint32 NumSamples
)
true, if textures were allocated; false, if the default texture allocation should be used.