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Unreal Engine C++ API Reference > Developer > TextureFormat > Interfaces > ITextureFormat
References
|
|
Module |
TextureFormat |
Header |
/Engine/Source/Developer/TextureFormat/Public/Interfaces/ITextureFormat.h |
Include |
#include "Interfaces/ITextureFormat.h" |
| virtual bool CompressImageEx |
| ( |
| const [FImage](API\Runtime\ImageCore\FImage) * Images, |
| const uint32 NumImages, |
| const [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) & BuildSettings, |
| const FIntVector3 & InMip0Dimensions, |
| int32 InMip0NumSlicesNoDepth, |
| int32 InMipIndex, |
| int32 InMipCount, |
| FStringView DebugTexturePathName, |
| bool bImageHasAlphaChannel, |
| uint32 ExtData, |
| [FCompressedImage2D](API\Developer\TextureCompressor\FCompressedImage2D) & OutCompressedImage |
| ) const |
| |
Compress an image (or images for a miptail) into a single mip blob.
true on success, false otherwise.
Parameters
Name |
Description |
Images |
The input image(s). Image.RawData may be freed or modified by CompressImage; do not use after calling this. |
NumImages |
The number of images (for a miptail, this number should match what was returned in GetExtendedDataForTexture, mostly used for verification) |
BuildSettings |
Build settings. |
InMip0Dimensions |
X/Y = Width/Height; Z = 1 unless volume texture, then its depth |
InMip0NumSlicesNoDepth |
see FEncodedTextureDescription::NumSlices_NoDepth() |
InMipIndex |
Mip index of current image in the overall texture. |
InMipCount |
Total mips this texture will be created with. |
DebugTexturePathName |
The path name of the texture we are building, for debug logging/filtering/dumping. |
bImageHasAlphaChannel |
true if the image has a non-white alpha channel. |
ExtData |
Extra data that the format may want to have passed back in to each compress call (makes the format class be stateless) |
OutCompressedMip |
The compressed image. |