DynamicTexture =UTexture2D::CreateTransient(SizeX, SizeY);//Allocate the texture HRIDynamicTexture->UpdateResource();//Use this function to update the texture rects you want to change://NOTE: There is a method called UpdateTextureRegions in UTexture2D but it is compiled WITH_EDITOR and is ...
DynamicTexture =UTexture2D::CreateTransient(SizeX, SizeY);//Allocate the texture HRIDynamicTexture->UpdateResource();//Use this function to update the texture rects you want to change://NOTE: There is a method called UpdateTextureRegions in UTexture2D but it is compiled WITH_EDITOR and is ...
MyTexture2D->SRGB = false; MyTexture2D->UpdateResource(); const FColor* FormatedImageData = static_cast<const FColor*>( MyTexture2D->PlatformData->Mips[0].BulkData.LockReadOnly()); for(int32 X = 0; X < MyTexture2D->SizeX; X++) { for (int32 Y = 0; Y < MyTexture2D->SizeY...
mipmap.BulkData.Unlock();// return old parametersTexture2D->CompressionSettings=OldCompressionSettings;Texture2D->MipGenSettings=OldMipGenSettings;Texture2D->SRGB=OldSRGB;Texture2D->UpdateResource();//获取 uint8 数据,保存TArray<uint8>ImgData;FImageUtils::CompressImageArray(width,height,nCo...
改完一测, Crash了, 仔细一看, 原来是FTexture2D::UpdateResource()中会重新创建D3D Texture对象,相关函数必须是GameThread中调用才可以 本身这种数据更新的方式就有问题, 能不能直接更新到对应的D3D Texture中呢?搜索UE4的代码, 发现FTwitchLiveStreaming::UpdateWebCamTexture()中有比较高效的实现, 大致思路就是把...
T_Result->UpdateResource(); } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 方式二
Unlock(); // 压缩并更新资源 newTexture->UpdateResource(); // 注意:Transient纹理会在当前帧结束时自动销毁,如果需要持久化,需要另做处理 } 4. 测试和验证 在编辑器中测试你的分割代码,确保分割后的纹理符合你的预期。 5. 优化代码性能 对于大纹理或复杂的分割逻辑,处理像素数据可能会很耗时。考虑使用...
boolIsCurrentlyVirtualTextured()Returns if the texture is actually being rendered using virtual texturing right now. boolIsDefaultTexture()Returns true if the current texture is a default placeholder because compilation is still ongoing. voidUpdateResource()Creates a new resource for the texture, and ...
Unreal Engine 5.2Unreal Engine 5.2 Documentation
Pointer->UpdateResource(); PassedTexture->Source.UnlockMip(0);returnPointer; } 开发者ID:ckyun777,项目名称:tensorflow-ue4,代码行数:29,代码来源:TensorFlowBlueprintLibrary.cpp 示例4: TEXT ▲点赞 1▼ UTexture2D* UTensorFlowBlueprintLibrary::Conv_FloatArrayToTexture2D(constTArray<float>& InFloatArr...