IDisplayClusterProjectionPolicy

NDisplay projection policy

Windows
MacOS
Linux

References

Module

DisplayCluster

Header

/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Projection/IDisplayClusterProjectionPolicy.h

Include

#include "Render/Projection/IDisplayClusterProjectionPolicy.h"

Syntax

class IDisplayClusterProjectionPolicy

Remarks

NDisplay projection policy

Destructors

Functions

Name Description

Public function Virtual

void

 

ApplyWarpBlend_RenderThread

(
    const uint32 ViewIdx,
    FRHICommandListImmediate& RHICmdLi...,
    FRHITexture2D* SrcTexture,
    const FIntRect& ViewportRect
)

Performs warp&blend.

Public function

bool

 

CalculateView

(
    const uint32 ViewIdx,
    FVector& InOutViewLocation,
    FRotator& InOutViewRotation,
    const FVector& ViewOffset,
    const float WorldToMeters,
    const float NCP,
    const float FCP
)

Public function Virtual

void

 

EndScene()

Called when current level is going to be closed (i.e. before loading a new map)

Public function

bool

 

GetProjectionMatrix

(
    const uint32 ViewIdx,
    FMatrix& OutPrjMatrix
)

Public function

bool

 

HandleAddViewport

(
    const FIntPoint& ViewportSize,
    const uint32 ViewsAmount
)

Called once the viewport is added

Public function Virtual

void

 

HandleRemoveViewport()

Called before remove the viewport

Public function Virtual

bool

 

IsWarpBlendSupported()

Returns if a policy provides warp&blend feature

Public function Virtual

void

 

StartScene

(
    UWorld* World
)

Called each time a new game level starts

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