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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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@@ -115,6 +115,7 @@ EditorPropertyNameProcessor::EditorPropertyNameProcessor() {
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capitalize_string_remaps["arm64-v8a"] = "arm64-v8a";
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capitalize_string_remaps["armeabi-v7a"] = "armeabi-v7a";
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capitalize_string_remaps["arvr"] = "ARVR";
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capitalize_string_remaps["astc"] = "ASTC";
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capitalize_string_remaps["bg"] = "BG";
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capitalize_string_remaps["bidi"] = "BiDi";
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capitalize_string_remaps["bp"] = "BP";
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