UOculusXRPassthroughLayerComponent and call UOculusXRPassthroughLayerBase::SetColorLUTSource()"/>.
ColorLutType
: EColorLutType |
Keeps the information of the source of the current LUT instance. The source can be an array, another LUT texture, or None.
Signature
EColorLutType UOculusXRPassthroughColorLut::ColorLutType |
IgnoreAlphaChannel
: bool |
Informs if the alpha channel of LUT should be ignored.
Signature
bool UOculusXRPassthroughColorLut::IgnoreAlphaChannel |
BeginDestroy
()
|
Signature
void UOculusXRPassthroughColorLut::BeginDestroy() override Returns void |
GetHandle
(
LayerRef
)
|
Gets the handle of the lut object. It asks for a layer reference to track the list of objects who currently need the handle. Call RemoveReference() when you don't need the lut anymore.
Signature
uint64 UOculusXRPassthroughColorLut::GetHandle(UOculusXRPassthroughLayerBase *LayerRef) Parameters LayerRef: UOculusXRPassthroughLayerBase *Returns uint64 |
PreSave
(
ObjectSaveContext
)
|
Signature
virtual void UOculusXRPassthroughColorLut::PreSave(FObjectPreSaveContext ObjectSaveContext) override Parameters ObjectSaveContext: FObjectPreSaveContextReturns void |
RemoveReference
(
LayerRef
)
|
Remove a layer reference. When there's no reference to any layer we destroy the lut object and clear the handle.
Signature
void UOculusXRPassthroughColorLut::RemoveReference(UOculusXRPassthroughLayerBase *LayerRef) Parameters LayerRef: UOculusXRPassthroughLayerBase *Returns void |
SetLutFromArray
(
InColorArray
, InIgnoreAlphaChannel
)
|
Generate color LUT from array. Array should have format of exploded cube. Its size should be power of 2.
Signature
void UOculusXRPassthroughColorLut::SetLutFromArray(const TArray< FColor > &InColorArray, bool InIgnoreAlphaChannel) Parameters InColorArray: const TArray< FColor > &InIgnoreAlphaChannel: boolReturns void |