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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 CompressImageTiled ( const [FImage](API\Runtime\ImageCore\FImage) * Images, uint32 NumImages, const [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) & BuildSettings, FStringView DebugTexturePathName, bool bImageHasAlphaChannel, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTilerSettings](API\Developer\TextureFormat\Interfaces\ITextureFormat\FTilerSettings) > & TilerSettings, struct [FCompressedImage2D](API\Developer\TextureCompressor\FCompressedImage2D) & OutCompressedImage ) const
Remarks
Compress an image (or images for a miptail) into a single mip blob with device-specific tiling. true on success, false otherwise.
Parameters
Name | Description |
---|---|
Image | The input image. May be freed! |
BuildSettings | Build settings. |
bImageHasAlphaChannel | true if the image has a non-white alpha channel. |
DebugTexturePathName | The path name of the texture we are building, for debug logging/filtering/dumping. |
OutCompressedMip | The compressed image. |
Tiler | The tiler settings. |