GetNumStreamingMipsDirect

Calculate the number of streaming mips for the given set of texture properties.

Unreal Engine C++ API Reference > Developer > TextureFormat > Interfaces

References

   
Module TextureFormat
Header /Engine/Source/Developer/TextureFormat/Public/Interfaces/ITextureFormat.h
Include #include "Interfaces/ITextureFormat.h"
static int32 GetNumStreamingMipsDirect
(
    int32 InNumMips,
    bool bInCubeMap,
    bool bInVolumeTexture,
    bool bInTextureArray,
    const [FEncodedTextureExtendedData](API\Developer\TextureFormat\Interfaces\FEncodedTextureExtendedData) * InExtendedData,
    const [FTextureEngineParameters](API\Developer\TextureFormat\Interfaces\FTextureEngineParameters) & InEngineParameters
)

Remarks

Calculate the number of streaming mips for the given set of texture properties. This must work off of properties that can (eventually) be calculated without running a full texture build.

Texture mips are split in to two large groups: streaming and non-streaming (aka "inline"). Note that "inline" is sometimes used as a verb to mean "load off of disk and place in our bulk data". "Inline" textures are loaded with the texture asset, and streaming textures are loaded on demand. Generally, 7 of the smallest mips are inlined, however some platforms pack a lot of mips in to a single allocation ("packed mip tail" = NumMipsInTail). Those mips must all be inlined.

InNumMips The total mips that the texture contains. InExtendedData If the texture is being built for a platform that provides extended data, pass it here. For platforms that don't need it (i.e. PC), this should be nullptr. InEngineParameters Holds a vairety of engine configuration constants, create with GenerateEngineParameters()


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