FLightMap2D::AllocateLightMap

Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/LightMap.h

Include

#include "LightMap.h"

Source

/Engine/Source/Runtime/Engine/Private/LightMap.cpp

Syntax

static TRefCountPtr< FLightMap2D > AllocateLightMap
(
    UObject * LightMapOuter,
    FQuantizedLightmapData *& SourceQuantizedData,
    const TMap< ULightComponent *, FShadowMapData2D * > & SourceShadowMapData,
    const FBoxSphereBounds & Bounds,
    ELightMapPaddingType InPaddingType,
    ELightMapFlags InLightmapFlags
)

Remarks

Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.

Parameters

Parameter

Description

LightMapOuter

The package to create the light-map and textures in.

SourceQuantizedData

If the data is already quantized, the values will be in here, and not in RawData.

SourceShadowMapData

Shadow map data to be combined into the lightmap atlas, used when creating VT lightmaps

Bounds

The bounds of the primitive the light-map will be rendered on. Used as a hint to pack light-maps on nearby primitives in the same texture.

InPaddingType

the method for padding the lightmap.

LightmapFlags

flags that determine how the lightmap is stored (e.g. streamed or not)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss