ITextureFormat::CompressImageEx

Compress an image (or images for a miptail) into a single mip blob.

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

Remarks

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.

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