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-rw-r--r--doc/classes/ProjectSettings.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 8d567f347a..838fef48fc 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2875,6 +2875,11 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</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, which makes large textures import significantly faster.
+ [b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend.
+ [b]Note:[/b] Currently this only affects BC6H compression, which is used on Desktop and Console for HDR images.
+ </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).
[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].