diff --git a/import_textures.md b/import_textures.md index d38aa10..413a5be 100644 --- a/import_textures.md +++ b/import_textures.md @@ -2,20 +2,17 @@ ## Rationale - ### What For? Godot can work with images directly on the filesystem and open them just like any other resource. So the first issue that comes to mind is.. is it worth it? When developing 2D games specially, there's no denying that having the image files around in the filesystem in their standard formats (png, jpg, etc) is nice and useful. -Still, there are many advantages to using the texture importer. For 3D it's done automatically when importing models, but in 2D it must be done by hand. The following sections will illustrate scenarios for using the texture importer. +Still, there are a few advantages to using the texture importer. For 3D it's done automatically when importing models, but in 2D it must be done manually. -### Do it Later.. +## When NOT to import them. -Remember that by default, Godot ignores the extension of the referenced files. this allows to replace the images in standard formats by engine .tex files at a later time and nothing is lost. +In most cases you **don't** want images imported. Just copy them to the filesystem. Read the tutorial on [exporting textures](export_textures) before continuing! -## Common Problems - -Several problems arise from trying to use standard image formats: +So, if you have read the previous tutorial basically using the texture importer gives you more finer grained control on how textures are imported. If you want to change flags such as repeat, filter, mip-maps, fix edges, etc PER texture, importing them is the best way to accomplish this. For the bulk, it's probably more comfortable to use the methods in the above mentioned link. ### Lack of MipMaps @@ -29,14 +26,12 @@ To solve this, mipmaps are created. Mipmaps are versions of the image shrunk by