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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 [FEncodedTextureExtendedData](API\Developer\TextureFormat\Interfaces\FEncodedTextureExtendedData) GetExtendedDataForTexture ( const [FEncodedTextureDescription](API\Developer\TextureFormat\Interfaces\FEncodedTextureDescription) & InTextureDescription, int8 InLODBias ) const
Remarks
Generate and return any out-of-band data that needs to be saved for a given encoded texture description. This is for textures that have been transformed in some way for a platform. LODBias is needed because in some cases the tiling changes based on the top mip actually given to the hardware.