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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-12-29 02:06:12 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-14 21:08:22 +0100 |
commit | 40be15920f849100dbf5bf94a1d09e81bf05c6e4 (patch) | |
tree | 575410d96325f875e13b3a76c5eb4cde8fe0b6b5 /editor/editor_export.h | |
parent | 472b5b116742bbb1bdc8197c60efef57c7fd169f (diff) | |
download | redot-engine-40be15920f849100dbf5bf94a1d09e81bf05c6e4.tar.gz |
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
Diffstat (limited to 'editor/editor_export.h')
-rw-r--r-- | editor/editor_export.h | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/editor/editor_export.h b/editor/editor_export.h index 3d46ae1996..796fb12793 100644 --- a/editor/editor_export.h +++ b/editor/editor_export.h @@ -269,8 +269,7 @@ public: virtual Error run(const Ref<EditorExportPreset> &p_preset, int p_device, int p_debug_flags) { return OK; } virtual Ref<Texture2D> get_run_icon() const { return get_logo(); } - String test_etc2() const; //generic test for etc2 since most platforms use it - String test_etc2_or_pvrtc() const; // test for etc2 or pvrtc support for iOS + String test_etc2() const; virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const = 0; virtual List<String> get_binary_extensions(const Ref<EditorExportPreset> &p_preset) const = 0; |