目的是在UE中获取到一张Texture2D图片的所有像素值,并将这些像素值进行某些处理并保存到另外一个Texture中。
第一步:获取到Texture2D资源
Unreal Engine 4 Documentation
对于高速化来说异步加载资源也是好的解决方案
Ureal Engine 4 Documentation
参考的文章
- Accessing pixel values of Texture2D
First you need to understand that a texture is normally, a sum of multiple images called MipMaps. MipMaps are down-scaled versions of your images, always in steps of power of 2, so the original image, is, say, 512x512 - this would be the MipMap “0”, then the engine generates the MipMap “1” which is 256x256 and then MipMap “2” which is 128x128, this continues on down to 16x16 I think. The farther away the texture is rendered, the smaller version of the image is used. This means that you need to access the mipmap 0 of your texture.
对上面的答案进行了非常好的总结的文章
之后附上完整的代码
UE4中的资源管理
拓展知识
在代码中看到了static_cast
这个语句,竟然不知道是做什么的。查了一下
之后要好好整理一下。