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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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30 changed files with 457 additions and 265 deletions
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@ -2849,10 +2849,8 @@ RenderingServer::RenderingServer() {
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}
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void RenderingServer::init() {
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_bptc", false);
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc", true);
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc", false);
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true);
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
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GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
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GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
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