#include <RRActorCommon.h>
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template<int8 InBitDepth> |
const TArray< FRRColor< InBitDepth > > & | GetImageData () const |
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template<int8 InBitDepth> |
TArray< FRRColor< InBitDepth > > & | ImageData () |
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FORCEINLINE int64 | Num (int8 InBitDepth) const |
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FORCEINLINE bool | HasData (int8 InBitDepth) const |
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void | ToggleAlpha (int8 InBitDepth, bool bAlphaEnabled) |
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◆ GetImageData()
template<int8 InBitDepth>
const TArray<FRRColor<InBitDepth> >& FRRColorArray::GetImageData |
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const |
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inline |
◆ HasData()
FORCEINLINE bool FRRColorArray::HasData |
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int8 |
InBitDepth | ) |
const |
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inline |
◆ ImageData()
template<int8 InBitDepth>
TArray<FRRColor<InBitDepth> >& FRRColorArray::ImageData |
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inline |
◆ Num()
FORCEINLINE int64 FRRColorArray::Num |
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int8 |
InBitDepth | ) |
const |
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inline |
◆ ToggleAlpha()
void FRRColorArray::ToggleAlpha |
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int8 |
InBitDepth, |
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bool |
bAlphaEnabled |
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) |
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inline |
◆ Colors
TArray<FColor> FRRColorArray::Colors |
◆ Float16Colors
TArray<FFloat16Color> FRRColorArray::Float16Colors |
- Note
- Why UE does not allow UPROPERTY() on this??
◆ Float32Colors
TArray<FLinearColor> FRRColorArray::Float32Colors |
The documentation for this struct was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRActorCommon.h