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Engine.TextureRenderTarget

Extends
Texture
Modifiers
native ( Texture ) abstract

TextureRenderTarget Base for all render target texture resources Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Surface
   |   
   +-- Engine.Texture
      |   
      +-- Engine.TextureRenderTarget

Direct Known Subclasses:

TextureRenderTarget2D, TextureRenderTargetCube

Variables Summary
boolbUpdateImmediate
TextureRenderTarget
boolbNeedsTwoCopies
boolbRenderOnce
floatTargetGamma
Inherited Variables from Engine.Texture
AdjustBrightness, AdjustBrightnessCurve, AdjustHue, AdjustRGBCurve, AdjustSaturation, AdjustVibrance, bAsyncResourceReleaseHasBeenStarted, bDitherMipMapAlpha, bForcePVRTC4, bIsSourceArtUncompressed, bNoTiling, bPreserveBorderA, bPreserveBorderB, bPreserveBorderG, bPreserveBorderR, bUseCinematicMipLevels, CachedCombinedLODBias, CompressionFullDynamicRange, CompressionNoAlpha, CompressionNoMipmaps, CompressionNone, CompressionSettings, DeferCompression, Filter, InternalFormatLODBias, LightingGuid, LODBias, LODGroup, MipGenSettings, NeverStream, NumCinematicMipLevels, Resource, RGBE, SourceArt, SourceFilePath, SourceFileTimestamp, SRGB, UnpackMax[4], UnpackMin[4]

Enumerations Summary
Inherited Enumerations from Engine.Texture
EPixelFormat, ETextureMipCount, TextureAddress, TextureCompressionSettings, TextureFilter, TextureGroup, TextureMipGenSettings

Structures Summary
Inherited Structures from Engine.Texture
TextureGroupContainer

Functions Summary
Inherited Functions from Engine.Surface
GetSurfaceHeight, GetSurfaceWidth


Variables Detail

bUpdateImmediate Source code

var transient bool bUpdateImmediate;
If true, initialise immediately instead of allowing deferred update.

TextureRenderTarget

bNeedsTwoCopies Source code

var(TextureRenderTarget) bool bNeedsTwoCopies;
If true, there will be two copies in memory - one for the texture and one for the render target. If false, they will share memory if possible. This is useful for scene capture textures that are used in the scene.

bRenderOnce Source code

var(TextureRenderTarget) bool bRenderOnce;
If true, the render target will only be written to one time

TargetGamma Source code

var(TextureRenderTarget) float TargetGamma;
Will override FTextureRenderTarget2DResource::GetDisplayGamma if > 0.


Defaultproperties

defaultproperties
{	
	
	NeverStream=True
	
	CompressionNone=True
	
	SRGB=True
	
	LODGroup=TEXTUREGROUP_RenderTarget
	
	bNeedsTwoCopies=True
	
	bRenderOnce=False
}

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Creation time: ti 22-3-2011 19:56:57.904 - Created with UnCodeX