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- To find the automatically generated radiosity systems and probe sets in a zone, call PrecomputePipeline::LoadGeneratedSystems and PrecomputePipeline::LoadOutputProbeOctree
- To obtain the maximum runtime memory footprint of per pixel probe lighting data, call PrecomputePipeline::LoadProbeAtlasMaxima.
- To obtain Lightmap UV data, call PrecomputePipeline::LoadPackedSystem, PrecomputePipeline::LoadPackedGeometry.
- To obtain Persistent radiosity data, call PrecomputePipeline::LoadRadSystemCore, PrecomputePipeline::LoadInputWorkspace, PrecomputePipeline::LoadRadiosityNormalTexture, PrecomputePipeline::LoadPrecomputedVisibilityData, PrecomputePipeline::LoadOctreeProbeSetCore, PrecomputePipeline::LoadRadCubeMapCore.
- To obtain Material colour data, call PrecomputePipeline::LoadClusterAlbedoWorkspaceMaterialData, PrecomputePipeline::LoadSystemDuster.
Extract any additional data that is required to implement visualisations in your world editor.
- To obtain the initial probe positions for an automatically generated probe set, call PrecomputePipeline::LoadInputProbeSet. This is available after running the precompute with or without the parameterize option.
- To obtain the final probe positions for an automatically generated probe set, call ExtractOctreeProbePositions. This is only available after running the full precompute without the parameterize option.