ERuntimeVirtualTextureMipValueMode

Defines how MipValue is used.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionRuntimeVirtualTextureSample.h

Include

#include "Materials/MaterialExpressionRuntimeVirtualTextureSample.h"

Syntax

enum ERuntimeVirtualTextureMipValueMode
{
    RVTMVM_None,
    RVTMVM_MipLevel,
    RVTMVM_MipBias,
    RVTMVM_MAX,
}

Values

Name

Description

RVTMVM_None

Use hardware computed sample's mip level with automatic anisotropic filtering support.

RVTMVM_MipLevel

Explicitly compute the sample's mip level. Disables anisotropic filtering.

RVTMVM_MipBias

Bias the hardware computed sample's mip level. Disables anisotropic filtering.

RVTMVM_MAX

Remarks

Defines how MipValue is used. Internally we will convert to ETextureMipValueMode which is used by internal APIs. ETextureMipValueMode has more options then are valid for runtime virtual texture.

Select Skin
Light
Dark

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