int32 VirtualAddressingModeX
TextureAddress, opaque to avoid dependencies on engine headers. How to address the texture (clamp, wrap, ...) for virtual textures this is baked into the build data, for regular textures this is ignored.
int32 VirtualAddressingModeX
TextureAddress, opaque to avoid dependencies on engine headers. How to address the texture (clamp, wrap, ...) for virtual textures this is baked into the build data, for regular textures this is ignored.