This plugin adds a async blueprint node Async Read Render Target
that reads a pixel from a render target without blocking the game thread.
The node takes about 3 frames to return the result of the pixel color.
License: MIT License
Hi @nicholas477
thanks for the awesome plugin!!!!
I have been trying to save TArray to a png file but I am failing. I know its off topic here but is my approch wrong?
// TArray<FLinearColor> colors <-- I got from UAsyncReadEntireRTAction
// FIRST I first convert to TArray<FColor>
TArray<FColor> fcolors;
for(int i = 0; i < colors.Num(); i++)
{
FColor a = colors[i].ToFColor(true);
fcolors.Add(a);
}
// SECOND, i compress it
TArray<uint8> CompressedBitmap;
FImageUtils::ThumbnailCompressImageArray(840, 720, fcolors, CompressedBitmap);
// THRID, i save it
FFileHelper::SaveArrayToFile(CompressedBitmap, *ImageFilename);
the file i saved seems to be broken, some parts are ok but some parts are just black.
Any ideas will be appreciated:)
have a nice day!
Both when I use this plugin, as well as implement the technique directly from blog post: https://nicholas477.github.io/blog/2023/reading-rt/
I get FrameSyncTime that appears to be a flush of the gpu, the same as when you call RenderTarget->ReadPixels()
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