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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" |
bool CompressImage ( const [FImage](API\Runtime\ImageCore\FImage) & Image, const [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) & BuildSettings, const FIntVector3 & InMip0Dimensions, int32 InMip0NumSlicesNoDepth, int32 InMipIndex, int32 InMipCount, FStringView DebugTexturePathName, bool bImageHasAlphaChannel, struct [FCompressedImage2D](API\Developer\TextureCompressor\FCompressedImage2D) & OutCompressedImage ) const
Remarks
Compresses a single image. true on success, false otherwise.
Parameters
Name | Description |
---|---|
Image | The input image. Image.RawData may be freed or modified by CompressImage; do not use after calling this. |
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. |
OutCompressedMip | The compressed image. |