A Demo Project for the UnrealEngineSDK
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#include "Misc/VRRenderTargetManager.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerState.h"
#include "Net/UnrealNetwork.h"
Go to the source code of this file.
Namespaces | |
namespace | RLE_Funcs |
Enumerations | |
enum | RLE_Funcs::RLE_Flags { RLE_Funcs::RLE_CompressedByte = 1 , RLE_Funcs::RLE_CompressedShort = 2 , RLE_Funcs::RLE_Compressed24 = 3 , RLE_Funcs::RLE_NotCompressedByte = 4 , RLE_Funcs::RLE_NotCompressedShort = 5 , RLE_Funcs::RLE_NotCompressed24 = 6 , RLE_Funcs::RLE_ContinueRunByte = 7 , RLE_Funcs::RLE_ContinueRunShort = 8 , RLE_Funcs::RLE_ContinueRun24 = 9 } |
Functions | |
template<uint32 ScaleFactor, int32 MaxBitsPerComponent> | |
bool | ReadPackedVector2D (FVector2D &Value, FArchive &Ar) |
template<typename DataType > | |
static void | RLE_Funcs::RLEDecodeLine (const uint8 *LineToDecode, uint32 Num, TArray< DataType > *DecodedLine, bool bCompressed) |
template<typename DataType > | |
static void | RLE_Funcs::RLEDecodeLine (TArray< uint8 > *LineToDecode, TArray< DataType > *DecodedLine, bool bCompressed) |
template<typename DataType > | |
static bool | RLE_Funcs::RLEEncodeBuffer (DataType *BufferToEncode, uint32 EncodeLength, TArray< uint8 > *EncodedLine) |
template<typename DataType > | |
static bool | RLE_Funcs::RLEEncodeLine (TArray< DataType > *LineToEncode, TArray< uint8 > *EncodedLine) |
static void | RLE_Funcs::RLEWriteContinueFlag (uint32 Count, uint8 **loc) |
template<typename DataType > | |
static void | RLE_Funcs::RLEWriteRunFlag (uint32 Count, uint8 **loc, TArray< DataType > &Data, bool bCompressed) |
template<int32 ScaleFactor, int32 MaxBitsPerComponent> | |
bool | WritePackedVector2D (FVector2D Value, FArchive &Ar) |
bool ReadPackedVector2D | ( | FVector2D & | Value, |
FArchive & | Ar ) |
Definition at line 1684 of file VRRenderTargetManager.cpp.
bool WritePackedVector2D | ( | FVector2D | Value, |
FArchive & | Ar ) |
Definition at line 1637 of file VRRenderTargetManager.cpp.