Improving precision on textures generated at runtime

Hey! I’m currently using an 8-bit per channel texture, which caps me at 256 (0-255) values per channel. How can I switch to a higher bit depth texture?
This is the most my texture is based on : How to create textures at runtime and assign them to a mesh?

Thank you!

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You can pass in the pixel format from an enum after the sizes of the texture

UTexture2D::CreateTransient(int32 InSizeX,
    int32 InSizeY,
    EPixelFormat InFormat)

Where EPixelFormat is an enum.
You’ll have to do some experimenting which one is the 10 bit variant.
normally you’d pass in PF_B8G8R8A8 as an 8 bit variant so
PF_A2B10G10R10 might be the 10 bit version.

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