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authorAaron Franke <arnfranke@yahoo.com>2023-06-12 11:44:40 -0500
committerAaron Franke <arnfranke@yahoo.com>2023-06-12 11:52:02 -0500
commit1e6f30e6bd0749d6e3e8c9f795cd9b9746774103 (patch)
tree3871d3b56ea9ef0e2ef35b1925c64980f5c5ade6 /doc
parent593d5ca29f32d07a8bf9f3bae5b33e67d0f4218f (diff)
downloadredot-engine-1e6f30e6bd0749d6e3e8c9f795cd9b9746774103.tar.gz
Set both texture format overrides to false by default
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 3 insertions, 1 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">