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Header |
/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/Drawing/MeshRenderDecomposition.h |
Include |
#include "Drawing/MeshRenderDecomposition.h" |
class FMeshRenderDecomposition
FMeshRenderDecomposition represents a decomposition of a mesh into "chunks" of triangles, with associated materials. This is passed to the rendering components to split a mesh into multiple RenderBuffers, for more efficient updating.
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FMeshRenderDecomposition() |
TArray |
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FMeshRenderDecomposition |
Movable. |
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FMeshRenderDecomposition ( |
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AppendGroup() |
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BuildAssociations ( |
Construct mappings between mesh and groups (eg TriangleToGroupMap) |
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BuildChunkedDecomposition ( |
Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...) |
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BuildMaterialDecomposition ( |
Build decomposition with one group for each MaterialID of mesh |
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FGroup & |
GetGroup ( |
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const FGroup... |
GetGroup ( |
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GetGroupForTriangle ( |
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Initialize ( |
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Num() |
Name | Description | ||
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FMeshRenderD... |
operator= |
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FMeshRenderD... |
operator= ( |
Name |
Description |
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FGroup |