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authorThaddeus Crews <repiteo@outlook.com>2024-10-14 14:09:56 -0500
committerThaddeus Crews <repiteo@outlook.com>2024-10-14 14:09:56 -0500
commita1e768c50810e67cd5bdbb8f3f6a661f26fdb03b (patch)
treee6004a197430da295bb39fad8dd33b68104bc177 /doc/classes
parent3fcbb1d4365771687accbf09b88a77f44e9e34e8 (diff)
parent95fd45d9a5d0a0efe074bc40ff854d9d008ed7d9 (diff)
downloadredot-engine-a1e768c50810e67cd5bdbb8f3f6a661f26fdb03b.tar.gz
Merge pull request #97295 from BlueCube3310/betsy-bc4
Betsy: Implement BC4 compression
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 4266bab2a1..d0f0459193 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2900,8 +2900,8 @@
</member>
<member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
- [b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend.
- [b]Note:[/b] Currently this only affects BC1 and BC6H compression, which are used on Desktop and Console for fully opaque and HDR images respectively.
+ [b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.
+ [b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.
</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 4×4 block size).