26 lines
1.1 KiB
C++
26 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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StaticLightingTextureMapping.cpp: Static lighting texture mapping implementation.
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "StaticLighting.h"
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#include "StaticLightingSystem/StaticLightingPrivate.h"
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#include "LightMap.h"
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// Doxygen cannot not parse this definition since the declaration is in Engine, not UnrealEd
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#if !UE_BUILD_DOCS
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bool FStaticLightingTextureMapping::DebugThisMapping() const
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{
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// This only works for mappings that have a one to one relationship with the associated component.
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// Other mapping types need to override this function.
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const bool bDebug = GCurrentSelectedLightmapSample.Component
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&& GCurrentSelectedLightmapSample.Component == Mesh->Component
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// Only allow debugging if the lightmap resolution hasn't changed
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&& GCurrentSelectedLightmapSample.MappingSizeX == SizeX
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&& GCurrentSelectedLightmapSample.MappingSizeY == SizeY;
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return bDebug;
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}
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#endif
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