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- DominikRuta
- Posts: 9
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Texture Streaming in Unreal
Hi, in our Unreal project, Im trying to implement pause menu containing world map. This world map is represented as 2D Texture. To save memory resources, Unreal comes with Virtual Texture streaming, so huge textures can be used and only focused area is loaded in greater detail. There is also option for simple texture streaming. I wanted to ask, does Noesis support some of those features or what would be the preferred direction to implement such thing? Does Noesis have some own custom logic to tackle this?
I have 8k world map texture, but I dont want it to have it always loaded in memory, only when the pause menu is opened. The texture is set to streamed, it has 14 mips, but it does not increases the quality as I zoom the image. I have canvas of size lets say 8K and then I have Image in it (apart from other elements) with the same size. Source of the image is bound to UTexture2D property. When zooming, I update scale of the canvas.
Thanks for any help!
I have 8k world map texture, but I dont want it to have it always loaded in memory, only when the pause menu is opened. The texture is set to streamed, it has 14 mips, but it does not increases the quality as I zoom the image. I have canvas of size lets say 8K and then I have Image in it (apart from other elements) with the same size. Source of the image is bound to UTexture2D property. When zooming, I update scale of the canvas.
Thanks for any help!
Re: Texture Streaming in Unreal
Hi!
We do support mip level texture streaming, meaning that, as mips are streamed in and out, the changes will be reflected. But we don't have code to handle the streaming ourselves, that's up for the client code to handle.
The best approach to handle it is to have the Texture2D in your DataContext and use it in a Binding, so you can control when it's loaded and have a pointer to it to control streaming.
Hope this helps, let us know if you have any further questions.
We do support mip level texture streaming, meaning that, as mips are streamed in and out, the changes will be reflected. But we don't have code to handle the streaming ourselves, that's up for the client code to handle.
The best approach to handle it is to have the Texture2D in your DataContext and use it in a Binding, so you can control when it's loaded and have a pointer to it to control streaming.
Hope this helps, let us know if you have any further questions.
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- DominikRuta
- Posts: 9
- Joined:
Re: Texture Streaming in Unreal
Thanks, yes, I think it helped me to answer some questions. Thanks!
I have that binding, now I have to find a way how to do the MIPs streaming in Unreal.
I have that binding, now I have to find a way how to do the MIPs streaming in Unreal.
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