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| author | Rémi Verschelde <rverschelde@gmail.com> | 2021-04-14 16:45:14 +0200 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2021-04-14 16:50:02 +0200 |
| commit | 638cfec853cfdbc95b5ccc67477afbaa3a53bc33 (patch) | |
| tree | 68e408f59de168080efbb5e4ecdb2fca4bf7a1c9 /thirdparty/README.md | |
| parent | 8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff) | |
| download | redot-engine-638cfec853cfdbc95b5ccc67477afbaa3a53bc33.tar.gz | |
etcpak: We only need the compression code, remove rest of etcpak app
We do our own image loading, threading, and memory management in Godot already,
so the only components we need from etcpak (at least as of now) are the
`Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`.
So we don't need to compile or vendor the rest.
Diffstat (limited to 'thirdparty/README.md')
| -rw-r--r-- | thirdparty/README.md | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/thirdparty/README.md b/thirdparty/README.md index cacc0275dd..dbdc568d64 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -89,15 +89,16 @@ will limit its functionality to IPv4 only. ## etcpak - Upstream: https://github.com/wolfpld/etcpak -- Version: git (403d38b3f1cb347c196d845d0a05e44a00d17169, 2021) +- Version: git (f27daea656ff77671580f838a889e33049430ebd, 2021) - License: BSD-3-Clause -Important: Some Godot-made changes, see `patches` folders. - Files extracted from upstream source: -- All `.cpp` and `.hpp` files in the root folder except `Application.cpp`. -- `lz4` folder. +- Only the files relevant for compression (i.e. `Process*.cpp` and their deps): + ``` + Dither.{cpp,hpp} ForceInline.hpp Math.hpp ProcessCommon.hpp ProcessRGB.{cpp,hpp} + ProcessDxtc.{cpp,hpp} Tables.{cpp,hpp} Vector.hpp + ``` - `AUTHORS.txt` and `LICENSE.txt` ## fonts |
