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Refactor high quality texture import
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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@ -33,7 +33,7 @@
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#include "core/io/image.h"
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void _compress_astc(Image *r_img, float p_lossy_quality, Image::ASTCFormat p_format);
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void _compress_astc(Image *r_img, Image::ASTCFormat p_format);
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void _decompress_astc(Image *r_img);
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#endif // IMAGE_COMPRESS_ASTCENC_H
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