texture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap; #if WITH_EDITORONLY_DATA texture->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps; #endif //将贴图的SRGB设置为false texture->SRGB = false; texture->UpdateResource(); //获取贴图的颜色数据并且锁定用只读的方式 ...
创建UTexture2D 对象: UTexture2D::CreateTransient 创建一个临时的 UTexture2D 对象,大小与图片相匹配。 Texture->PlatformData->Mips[0].BulkData.GetAllocation() 获取纹理的数据区域,并将解压缩的图片数据复制到这个区域。 更新资源: Texture->UpdateResource() 更新纹理资源,使其可用于渲染。 返回纹理对象:...
BulkData.Unlock(); texture->UpdateResource(); return texture; } 在beginplay里面调用 最终运行效果 验证写入贴图的数据 写一个函数用于读取tex对象的纹理数据 UFUNCTION(BlueprintPure) void ReadTex2DToFloatArr(UTexture2D* texture, TArray<float>& arr); void ACppActor::ReadTex2DToFloatArr(UTexture...
TextureCompressionSettings prevCompression= texture->CompressionSettings; TextureMipGenSettings prevMipSettings= texture->MipGenSettings; texture->CompressionSettings =TextureCompressionSettings::TC_VectorDisplacementmap; texture->MipGenSettings =TextureMipGenSettings::TMGS_NoMipmaps; texture->UpdateResource(); FT...
Unlock(); Texture->PlatformData->MipCount = 1; Texture->NeverStream = true; Texture->UpdateResource(); return Texture; } 将加载的图片资源应用到UE5 C++的场景中: 加载图片资源后,你可以将其应用到场景中的某个Actor或UI元素上。例如,你可以将加载的UTexture2D对象设置为一个静态网格...
void* texturedata = texture2d->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); FMemory::Memcpy(texturedata, UncompressedRGBA.GetData(), UncompressedRGBA.Num()); texture2d->PlatformData->Mips[0].BulkData.Unlock(); texture2d->UpdateResource(); ...
FEvent* SyncEvent = FGenericPlatformProcess::GetSynchEventFromPool(false); AsyncTask(ENamedThreads::GameThread, [this, SyncEvent]() { VideoTexture = UTexture2D::CreateTransient(m_VideoSize.X, m_VideoSize.Y); if (VideoTexture) { VideoTexture->UpdateResource(); } m_Texture2DResource = (F...
structFUpdateTextureRegionsData { FTexture2DResource*Texture2DResource; int32MipIndex; uint32NumRegions; FUpdateTextureRegion2D*Regions; uint32SrcPitch; uint32SrcBpp; uint8*SrcData; }; FUpdateTextureRegionsData*RegionData=newFUpdateTextureRegionsData; ...
然而,还有第二个问题。Agora没有责任保持帧的任何时间超过这个召唤。对UpdateTextureRegions()的调用可能...
tex->AddressY = TextureAddress::TA_Mirror; tex->Filter = TextureFilter::TF_Bilinear; tex->RefreshSamplerStates(); tex->UpdateResource(); return tex; } void AzureKinectDevice::MakeTexture(const k4a::image& inImg) { //if runtime update Utexture2D* ,you should create inMem as global va...