ITextureFormat::GetExtendedDataForTexture

Generate and return any out-of-band data that needs to be saved for a given encoded texture description.

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.


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