Enable S3TC_BPTC but not ETC2_ASTC by default
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@ -2606,11 +2606,11 @@
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<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
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<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
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If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
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</member>
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</member>
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<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
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<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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</member>
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<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
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<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true">
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
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</member>
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</member>
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@ -121,6 +121,7 @@ public:
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virtual Error move_to_trash(const String &p_path) override;
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virtual Error move_to_trash(const String &p_path) override;
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virtual String get_system_ca_certificates() override;
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virtual String get_system_ca_certificates() override;
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virtual OS::PreferredTextureFormat get_preferred_texture_format() const override;
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void run();
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void run();
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@ -700,6 +700,12 @@ String OS_MacOS::get_system_ca_certificates() {
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return certs;
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return certs;
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}
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}
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OS::PreferredTextureFormat OS_MacOS::get_preferred_texture_format() const {
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// macOS supports both formats on ARM. Prefer S3TC/BPTC
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// for better compatibility with x86 platforms.
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return PREFERRED_TEXTURE_FORMAT_S3TC_BPTC;
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}
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void OS_MacOS::run() {
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void OS_MacOS::run() {
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if (!main_loop) {
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if (!main_loop) {
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return;
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return;
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@ -2870,8 +2870,8 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
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}
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}
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void RenderingServer::init() {
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void RenderingServer::init() {
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GLOBAL_DEF_RST_NOVAL_BASIC("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_s3tc_bptc", true);
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GLOBAL_DEF_RST_NOVAL_BASIC("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_RST("rendering/textures/vram_compression/import_etc2_astc", false);
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GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
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GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
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