IStereoRenderTargetManager

The [IStereoRenderTargetManager](API\Runtime\Engine\IStereoRenderTargetManager) can be returned from [IStereoRendering::GetRenderTargetManager()](API\Runtime\Engine\IStereoRendering\GetRenderTargetManager) implementations.

Windows
MacOS
Linux

Inheritance Hierarchy

IStereoRenderTargetManager

FXRRenderTargetManager

Syntax

class IStereoRenderTargetManager

Remarks

The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations. Implement this interface if a stereo rendering device requires all output to be rendered into separate render targets and/or to customize how separate render targets are allocated.

Functions

Name Description

Public function Virtual

bool

 

AllocateDepthTexture

(
    uint32 Index,
    uint32 SizeX,
    uint32 SizeY,
    uint8 Format,
    uint32 NumMips,
    uint32 Flags,
    uint32 TargetableTextureFlags,
    FTexture2DRHIRef& OutTargetableTex...,
    FTexture2DRHIRef& OutShaderResourc...,
    uint32 NumSamples
)

Allocates a depth texture.

Public function Virtual

bool

 

AllocateRenderTargetTexture

(
    uint32 Index,
    uint32 SizeX,
    uint32 SizeY,
    uint8 Format,
    uint32 NumMips,
    uint32 Flags,
    uint32 TargetableTextureFlags,
    FTexture2DRHIRef& OutTargetableTex...,
    FTexture2DRHIRef& OutShaderResourc...,
    uint32 NumSamples
)

Allocates a render target texture.

Public function

void

 

CalculateRenderTargetSize

(
    const FViewport& Viewport,
    uint32& InOutSizeX,
    uint32& InOutSizeY
)

Calculates dimensions of the render target texture for direct rendering of distortion.

Public function Virtual Const

uint32

 

GetNumberOfBufferedFrames()

Returns number of required buffered frames.

Public function Virtual

bool

 

NeedReAllocateDepthTexture

(
    const TRefCountPtr< struct IPooledR...
)

Returns true, if render target texture must be re-calculated.

Public function

bool

 

NeedReAllocateViewportRenderTarget

(
    const FViewport& Viewport
)

Returns true, if render target texture must be re-calculated.

Public function Const

bool

 

ShouldUseSeparateRenderTarget()

Whether a separate render target should be used or not.

Public function

void

 

UpdateViewport

(
    bool bUseSeparateRenderTarget,
    const FViewport& Viewport,
    SViewport* ViewportWidget
)

Updates viewport for direct rendering of distortion. Should be called on a game thread.

References

Module

Engine

Header

Runtime/Engine/Public/StereoRenderTargetManager.h

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback