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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-06-12 22:56:23 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-06-12 22:56:23 +0200 |
commit | c43b6b5ac8d6c464d1e24a691d7901190400a32f (patch) | |
tree | 4f4d3e0110a4103f0d087a69fd69b71f9b9b5994 | |
parent | e00e4a869628df6202cafc83fdc083ed380c750e (diff) | |
parent | 1e6f30e6bd0749d6e3e8c9f795cd9b9746774103 (diff) | |
download | redot-engine-c43b6b5ac8d6c464d1e24a691d7901190400a32f.tar.gz |
Merge pull request #78147 from aaronfranke/texture-format-false
Set both texture format overrides to false by default
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 5 |
2 files changed, 7 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 31cc3d9386..ef47e4a3d0 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2613,10 +2613,12 @@ </member> <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> 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). + [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code]. [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]). </member> - <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true"> + <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="false"> 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. + [b]Note:[/b] This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to [code]false[/code]. [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]). </member> <member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2"> diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 8152f5679f..a913f82f84 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2870,7 +2870,10 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons } void RenderingServer::init() { - GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", true); + // These are overrides, even if they are false Godot will still + // import the texture formats that the host platform needs. + // See `const bool can_s3tc_bptc` in the resource importer. + GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", false); GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false); |