get probes displaying with low Texture quality

refactored detection of texture sizes for cubemaps
removed the assumption that if we give U32 GFXTextureManager::getTextureDownscalePower( GFXTextureProfile *profile ) no profile, it should go right ahead and downscale anyway
sniped the downscaling strings in the resulting U32 getProbeTexSize(); and void setCubeTexSize(const U32 cubemapFaceSize); until sucj time as we can properly follow up all possible combinations of shiping in one scale, and a customer choosing to use lower resolution textures as the current result is a hard shutoff entirely
This commit is contained in:
AzaezelX 2022-09-14 15:58:32 -05:00
parent 1541a8cc68
commit ad3c961579
7 changed files with 61 additions and 55 deletions

View file

@ -127,7 +127,10 @@ protected:
public:
GFXCubemapArray() :mNumCubemaps(0), mSize(0), mMipMapLevels(0), mFormat(GFXFormat_FIRST) {}
virtual ~GFXCubemapArray() {};
/// Initialize from an array of cubemaps
void setCubeTexSize(GFXCubemapHandle* cubemaps);
void setCubeTexSize(const U32 cubemapFaceSize);
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) = 0;
/// Initialize cubemapCount number of blank cubemaps in the array
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) = 0;