diff --git a/doc/classes/CompressedCubemap.xml b/doc/classes/CompressedCubemap.xml index 745e9c87e34..f98dfc61a3e 100644 --- a/doc/classes/CompressedCubemap.xml +++ b/doc/classes/CompressedCubemap.xml @@ -5,10 +5,11 @@ A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods: - - Uncompressed (uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) + - VRAM Uncompressed (uncompressed on the GPU) + - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed) Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. See [Cubemap] for a general description of cubemaps. diff --git a/doc/classes/CompressedCubemapArray.xml b/doc/classes/CompressedCubemapArray.xml index 8606027242a..75e9b3d5131 100644 --- a/doc/classes/CompressedCubemapArray.xml +++ b/doc/classes/CompressedCubemapArray.xml @@ -5,10 +5,11 @@ A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods: - - Uncompressed (uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) + - VRAM Uncompressed (uncompressed on the GPU) + - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed) Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. See [CubemapArray] for a general description of cubemap arrays. diff --git a/doc/classes/CompressedTexture2D.xml b/doc/classes/CompressedTexture2D.xml index f4e7398d6e1..9fde9ebeea1 100644 --- a/doc/classes/CompressedTexture2D.xml +++ b/doc/classes/CompressedTexture2D.xml @@ -5,10 +5,11 @@ A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression): - - Uncompressed (uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) + - VRAM Uncompressed (uncompressed on the GPU) + - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed) Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. diff --git a/doc/classes/CompressedTexture2DArray.xml b/doc/classes/CompressedTexture2DArray.xml index bfb3cabe056..71888bf8243 100644 --- a/doc/classes/CompressedTexture2DArray.xml +++ b/doc/classes/CompressedTexture2DArray.xml @@ -5,10 +5,11 @@ A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods: - - Uncompressed (uncompressed on the GPU) - Lossless (WebP or PNG, uncompressed on the GPU) - Lossy (WebP, uncompressed on the GPU) - VRAM Compressed (compressed on the GPU) + - VRAM Uncompressed (uncompressed on the GPU) + - Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed) Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. See [Texture2DArray] for a general description of texture arrays. diff --git a/doc/classes/CompressedTextureLayered.xml b/doc/classes/CompressedTextureLayered.xml index 43ce8f5df76..da34180c930 100644 --- a/doc/classes/CompressedTextureLayered.xml +++ b/doc/classes/CompressedTextureLayered.xml @@ -4,13 +4,7 @@ Base class for texture arrays that can optionally be compressed. - A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods: - - Uncompressed (uncompressed on the GPU) - - Lossless (WebP or PNG, uncompressed on the GPU) - - Lossy (WebP, uncompressed on the GPU) - - VRAM Compressed (compressed on the GPU) - Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed. - Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D. + Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [TextureLayered]. diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index adf391841f9..52f3b9aca24 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -4,7 +4,7 @@ Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format. - Base class for [ImageTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D]. + Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [Texture3D]. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer. All images need to have the same width, height and number of mipmap levels. A [TextureLayered] can be loaded with [method ResourceLoader.load].